* Protect against bad positions in data
* Switch to IsRotationValid
* Update WorldObject_Properties.cs
* .
* Update WorldObject_Properties.cs
* changes
* fix corpses spawning frozen in mid-air
* updating fields
* /movetome admin command
* adding /showvelocity dev command
* only applies to player killers
* ensure corpse items are saved correctly if server crashes
* fixing mobs casting flame wave
* adding support for EmoteManager.CastSpell untargeted spell projectiles
* fixing untargeted Blast spells
* fixing blast spells
* fixing spell z-angle
* wip
* latest wip
* cleanup
* small position adjustments
* matching create.Y formula up to retail pcaps
* refactoring spell projectiles
* startPos based on targetPos instead of casterPos for strike spells?
* improved strike spawn position
* add error logging
* add support for peturbation, improve ring positioning for even # of projectiles
* fixing portal gems
* Reduce rogue physics landblocks loaded by portal desitnation parsing
On my test of 1000 landblocks, x: 0x20-0x40, y: 0x20-0x40,
After all landblocks load usign "loadalllandblocks" and unload, there were still ~36 physics landblocks remaining.
This reduces it to ~15.
* cleanup usings
* Add physics landblocks count to /serverstatus
* Update Switch to support nested switch
* Update changelog.md
* Update Switch.cs
* Update delete command
* Rework Switch to use TryCastSpell
* Add support for InflictVitaePenalty in EmoteManager
* cleanup
* Update changelog.md
* misc changes
* Update Player_Xp.cs
* Fixbusy
* Changes for vitae
* Fix syntax error
* Fix SaveBiota issue with players that have vitae
* Fix Remove for Vitae Layer EF issue
* Update PositionExtensions.cs
Co-Authored-By: gmriggs <gmriggs@gmail.com>
* Update WorldObject_Magic.cs
Fix issues with delays and Summon portal
* Updates to Transition to Portal Space
* Add sound to switch and visibility check for rotate
* Improved corpse system, added /corpse, /permit, /consent
* Setting AllowedActivator for corpses
* GetPlayer -> FindByGuid
* spacing
* Updating HandleActionRemoveFromPlayerConsentList() to handle all players, regardless of online status
* Handle null result from LScape.get_landcell() in GetCell()
Generators are using this function, and, occassionaly throw exceptions as a result of landcell being null.
* formatting
* fix
* Removed unused properties and added a couple more to support the new refactoring.
* Lots of refactoring and adding layers of abstraction to make addition of new spell types easier.
* Fixed global positioning system to use IsDungeon instead of Indoors
* Adding support for projectiles launched from inside buildings
* Adding PositionExtensions
* Fix EnqueueBroadcast line.
* Add ACE.Server.Entity namespace.
* Add support for untargeted war spells.
* Add support for ring and wall spells and a couple of fixes.
* Add supoort for ring, wall, and blast spells plus some refactoring.
* Small fix to wall padding.
* Remove ParentWorldObject property as it is a duplicate of ProjectileSource.
* Fix some physics bitfield issues for Volley, Blast, Ring and Wall spells.
* Remove redundant PlayScriptIntensity calculation.