Fixes#46
EQ2Map support for Check Line of Sight, BestZ
Spells must be cast in line of sight of target
Melee combat (NPC->NPC/Player) must be in line of sight of target
navmesh support for pathfinding
Fixed the queue being used while we process existing queries from the same query id group. We subsequently check at the end of the thread if more queries are available to process and start a new thread to build a new temp queue.
Fixes#60
Login server needed to call LogStart, world server needed to call earlier (messages were getting recorded out of order without the timestamps)
Fixes#44
Database class now has the ability to asynchronously run queries that don't tie up the process threads.
This is being utilized right now for character saves as that seems to be the slowest process. However query id's (and potentially extension of such) can allow anything to be asynchronous -- and later on even add return vars.
Fixes#55 - check on if an account exists or not before attempting an account creation (we still rely on the DB to do the password comparison as its own query)
Fixes#49
Added group triggers to disarm chest traps.
Rule R_Loot, ChestTriggerRadiusGroup added (by default 10.0f). Outside radius group members will not be impacted
Radius is now built into the GetDistance formula, it also is based on f32/32.0f per recommendations of peak (Thx peak!)
Added combat range as a rule: rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()
Fixes#53
- Added rule R_Loot, AutoDisarmChest enabled (1) by default. Setting to 0 will mean you must right click and disarm chest, clicking the chest will not auto disarm and instead always trigger the trap
Fixes#47
Fixed spawn combine save, was previously crashing (RemoveSpawn called multiple times) and also giving the wrong spawn location id as well (in the message output to the client)
Fixes#54
Base chance to resist interrupt was 30%, increased to 50%. Maybe later on a level restriction to reduce when you are much higher level than your target.
Fixes#34