* Use PortalDat skill table instead of reflection properties
* Update showstats comments
* remove attributes from Skill enum (Values now come from dat)
* Remove attributes from PropertyAttribute2nd (Values come from dat now)
* Landblock, worldObjects to private and adjacents->Adjacents
* Landblock remove PhysicsObj != null check. No need. 6% CPU savings
* showstats shows [Unusable] for untrained skills which are unusable
* Improve performance of GetWorldObjectsForPhysicsHandling
* Improve Skill IsUsable
* Updating showstats
* Fixing null pointer exception in IsUsable
* persistent tracking of item affectance
item affectance is restored at Player.EnterWorld
* Fixing sliding along the edge of cliffs
* Reverting item affectance PR
* added SurfaceTexture parser
added Texture file getter
* to-do: identify the 4 extra bytes (trailing crc?)
* Update Texture.cs
corrected bug causing Format to always be D3DFMT_UNKNOWN
* accounted for the trailing DWORD
cleaned up the code a bit
* Smite + Corpse Spawning
* Changing GameEventSequence to 1
* Better corpse placement
* Pixel perfect corpse drop
* WIP: /smite all
* Creature Corpses with Clothing appear correctly
* Corpses are in fact Containers
* cleanup
* more cleanup
* even more cleanup
* ACE.DatLoader DatDirectory reading cleaned up
* ACE.DatLoader: Removed the pointless cached list in DatDirectory
* MySql.Data upgraded from 6.10.4 to 6.10.6
This also fixes 3 build warnings regarding a security dll.
* ACE.DatLoader: All data loaded data objects now reside in ACE.DatLoader, not ACE.Entity.
* ACE.DatLoader performance improvements
* ACE.DatLoader improvements
* conflicts
* conflicts
* conflicts
* conflicts
* ACE.DatLoader DatDirectory reading cleaned up
* ACE.DatLoader: Removed the pointless cached list in DatDirectory
* MySql.Data upgraded from 6.10.4 to 6.10.6
This also fixes 3 build warnings regarding a security dll.
* ACE.DatLoader: All data loaded data objects now reside in ACE.DatLoader, not ACE.Entity.
* ACE.DatLoader performance improvements
* ACE.DatLoader.Tests fix for Animation.
Also includes some ACE.Entity.Position replacements with ACE.DatLoader.Entity.Frame
* ACE.DatLoader Scene converted
Also made all the ReadFromDat code more generic/copyable
* ACE.DatLoader Palette converted
* ACE.DatLoader: PaletteSet converted
* ACE.DatLoader: CombatManeuverTable converted
* ACE.DatLoader PhysicsScriptTable converted
* ACE.DatLoader SpellComponentTable converted
* ACE.DatLoader misc cleanups
* ACE.DatLoader Surface converted
* ACE.DatLoader much more progress
* ACE.DatLoader: XpTable updated
* ACE.DatLoader physics and environment using new unpack pattern
* ACE.DatLoader ContractTable updated to IUnpackable
* ACE.DatLoader EnvCell refactored to new IUnpackable
* Update PackableExtensions.cs
* ACE.DatLoader This removes the loc object
Before I proceed with further refactoring, I want to add some datloader tests...
* Looks like it didn't catch all my changes...
* ACE.DatLoader and ACE.DatLoader.Tests improvements
* ACE.DatLoader: XpTable updated
* ACE.DatLoader physics and environment using new unpack pattern
* ACE.DatLoader ContractTable updated to IUnpackable
* ACE.DatLoader EnvCell refactored to new IUnpackable
* Update PackableExtensions.cs
* ACE.DatLoader This removes the loc object
Before I proceed with further refactoring, I want to add some datloader tests...
* Looks like it didn't catch all my changes...
* ACE.DatLoader: XpTable updated
* ACE.DatLoader physics and environment using new unpack pattern
* ACE.DatLoader ContractTable updated to IUnpackable
* ACE.DatLoader EnvCell refactored to new IUnpackable
* Update PackableExtensions.cs
* Change >> 1) & 1 to & 2
Cosmetic change pointed out by Rawaho.
* Better fix of the Portal Flags in the dat code
* ACE.DatLoader refactoring
This new code format uses extention methods to re-use code. It allows decouples object unpacking from DatReader and reduces the dependancy to a simple BinaryReader.
* Forgot to remove the temp StarterAreas code from the transition
* Some files were ignored, not sure why. This should fix
* Update EmoteCategory, EmoteType and SpellType enums
* Add CombatStyle enum
* Rebase SQL scripts
* Change uint to int in SQL
* Adjust SpellType
* Changed all PropertyInt properties from uint to int
* Some CombatStance work + StyleCop clean up
* Update README
* Updated ACE-World requirement and appveyor
* CurrencyToItems
* da
* clean up
* spelling
* Inventory updates
* update
* update
* update
* sync change
* update..
max pack size weird =/
* resolve
* updates
* fixed - one small issue but far from a show stopper.. something weird with items showing a far off target on sale.
* update
* update
* Clean Up
* XML CLEAN UP
* Update Change Log
* Update - Vendor ID at distance seems fixed.
* TempSolotionToGoldCalc
* fix gold count on drop
* Update Creature.cs
* WIP
* wip
* WIP Save Wielded Items
* WIP
* wip - wielder and parent is fubar
* WIP
* WIP
* Fixed examination. Move to pack still not working - probably inventory check related. Getting closer.
* Error saving wielded - need a little help.
* Updated change log
* Added update script to appveyor
* Fixed data saving issue - thanks OptimShi More progress - still have a bug from wielded to drop item. Looking good at this point.
* persisting wielded items works. Equiping weapons and shields works, but is not right on persisted login. Look at SendInventoryAndWieldedItems (container.cs)
* Still have bugs. Steps:
clean all ace_object except char
@weapons
equip all 4 items
@save-now
logout
login in - look at wieldeditems view
* WIP Fixed pack slot placement order bugs. Next fix save wielded item - getting a duplicate key value on currentwieldedlocation
* Wip - wielder keeps getting unset. It looks like the world object and the aceobject are not in sync.
* have a currentwielded location bug still
* Tested wielding and saving. Need to test unwielding net.
* WIP - getting closer. CurrentWieldedLocation not getting set
* I either have a bug with the underlying aceObject to wo assication on wielded items, or there is a flag issue. Equipping an item SOMETIMES does not set the currenlty wielded location. I can find no path where it is not set.
* Wip - still having issues
* Wip Item still will not appear second equip
* wip
* Making progress but there are problems with sequenes. Inventory not created as persistant world objects is causing issues. sequences are reset each time the object is created.
* Left off at line 1413 of player. Convert inventory to persisted worldobjects (needed for sequences to work right must be maintained for length of session)
* Switched to world object based inventory. This looks to be working. I have some cleanup to do but looking good. Hand held items on login are not oriented correctly need to fix that.
* This is getting really close. I still have a few minor bugs.
* Fixed issue with appearence updating if not wielding from main pack. I still have a dirty flags issue. I may need some help to debug this.
* Saving now works in all cases. I had to put in a hack around lines 767 - 774 of the shardDatabase.
* WIP looking for save bug.
* The issue with the duplicates on save is that I have the same object in two lists on a move container. Still debugging.
* Fixed all of Morwai's feedback.
* I am never going to find this bug.
* added a workaround for item save. It will look for dirty items and do a delete and insert.
* Fixed ddevec's feedback.