Image
4eb9b7c95c
@xonos icon extraction
...
icon extraction for EQ2, thanks Xonos!
2020-03-12 17:50:24 -04:00
Image
ef369bfd38
Exe Updates!
2020-03-12 10:37:45 -04:00
Image
c50775412b
EQStream SendPacket fix for packet construction length req
...
Fixes #40
2020-03-12 10:37:34 -04:00
Image
4aa04d9457
Exe Updates
2020-03-11 22:24:42 -04:00
Image
dc7710f4be
Mutex fix thanks to foof!
...
forcing writing lock when the first read comes in
2020-03-11 22:24:34 -04:00
Image
454ed07fd0
Exe Updates!
2020-03-11 21:36:56 -04:00
Image
4c33e979a0
Additional deadlocks fixed in ProcessMovement
...
Command_Hail needs to lock MSpawnList when it triggers ProcessMovement. When we are doing SpawnProcess however, we already have MSpawnList locked, no need to lock again.
2020-03-11 21:27:35 -04:00
Image
30761b52eb
Make World Server reconnect to LS despite FatalError
...
never disable retry attempts to connect to LS from world
2020-03-11 21:21:30 -04:00
Image
93f8bb1b7b
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-03-10 23:17:27 -04:00
Image
3c0c41222e
Exe updates
2020-03-10 23:17:22 -04:00
Image
396c8ff409
First change to allow us to set commands on widgets
2020-03-10 23:17:15 -04:00
Gogs
00ecf4b6c2
Fixes for Linix builds
2020-03-10 18:46:40 -07:00
Image
11d31aee5d
Exe Updates
2020-03-10 11:34:20 -04:00
Image
ed7d7f73ae
more sql_updates.sql table filters
...
removed character_ tables, variables, char_colors, guild_ and bugs
2020-03-10 11:34:10 -04:00
Image
29cad00a8a
Exe Updates
2020-03-10 11:19:25 -04:00
Image
d9c52bbf64
sql_updates.sql updated to put semi colon at end of query
...
Added semi colon to end of query to make it easy to source in to other DB's
2020-03-10 11:19:17 -04:00
Image
f95d9f7f11
Exe Updates
2020-03-10 09:13:04 -04:00
Image
2ea621db1b
sub commands /loot list [add/remove/clearall]
...
Fixes #28
/loot list add loottable_id
/loot list remove loottable_id
/loot list clearall
auto reloads loot, purges previous loot and re-assigns loot to selected spawn.
If you have multiple of the same spawn, then /repop the zone and it will repopulate after one is updated.
2020-03-10 09:12:56 -04:00
Image
4daeeb3489
client.cpp linux fix
...
boolean->bool
2020-03-10 00:06:00 -04:00
Image
a876e8d14e
Exe Updates!
2020-03-10 00:04:11 -04:00
Image
7802f527d3
on openheading / closeheading forgot to set includeheading true
2020-03-09 23:55:40 -04:00
Image
186cc897dc
Exe Updates!
2020-03-09 23:20:19 -04:00
Image
0d9c901e0e
spawn move openheading and closeheading
...
Added support for /spawn move openheading and /spawn move closeheading -- this works on widgets only. You can set the heading without worrying about the x,y,z position, will auto update and new headings will be used.
include_heading is also updated in the DB to 1.
Fixes #32 .
2020-03-09 23:20:12 -04:00
Image
006d4ac447
Exe Updates!
2020-03-09 18:52:48 -04:00
Image
d695965fbb
LUA Functions do not call with MSpawnList locked? (hopefully not)
...
This is a tough situation here, question is if Combat code can somehow call LUA and lua calls back to KillSpawn, so this might go both ways...
Entity::DamageSpawn
GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this);
This could if calling KillSpawn on that script action cause a deadlock
2020-03-09 18:51:58 -04:00
Image
714d7a3676
merge eq2emu r2870 r2869
...
merge ClaimWindow fix (unknown3 data)
2020-03-09 18:03:44 -04:00
Image
e4b0a7c89c
Exe Updates!
2020-03-09 17:39:14 -04:00
Image
0be40a6d3e
LUA Interface was incorrectly managing running scripts
...
Fixes #35 - memory leak and performance/stability fix (avoids constant loading of scripts over and over)
2020-03-09 17:39:09 -04:00
Image
009a8c6984
Exe Updates
2020-03-09 10:55:03 -04:00
Image
08e929ddda
reintroduced spawn_list.erase, had removed when testing deadlock issues
2020-03-09 10:41:50 -04:00
Image
f80a38d093
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-03-09 09:10:48 -04:00
Image
847b8c6ac8
Additional zoneserver.cpp update for new RemoveSpawn code
...
Fixed a memory leak
2020-03-09 09:10:44 -04:00
Gogs
7dafc584d2
fix for linux build
2020-03-09 01:00:48 -07:00
Image
35d901b19a
Exe Updates!
2020-03-08 21:20:34 -04:00
Image
285a8aa591
additional deadlock changes
...
Continued changes for deadlock issue. Fixes #31 .
2020-03-08 21:20:20 -04:00
Image
9893832bd3
Update EQ2Login__Debug.exe
2020-03-08 21:00:02 -04:00
Image
466ccebe36
turning force of soga models off
...
Now that issue #31 is resolved, we can turn soga models off since we know its unrelated
2020-03-08 20:59:57 -04:00
Image
270771ef2c
Exe Updates
2020-03-08 20:43:06 -04:00
Image
bd2658946f
Resolve Deadlock in MSpawnList against CombatProcess, barebones of disarm trap
...
Resolved deadlock in CombatProcess (dead_spawns). Fixes #31 .
Added base for issue #24
2020-03-08 20:42:54 -04:00
Image
1149dc7f2a
Easier tracking of bad packet structures
2020-03-08 20:40:26 -04:00
Image
43115db28e
exe revert due to soga conflict on level increase (locks up client)
2020-03-08 01:48:18 -05:00
Image
57d12cf795
revert soga change, causes lockup if increased level
...
exe to follow
2020-03-08 01:48:00 -05:00
Image
1e168f0983
Update world_db.zip
...
world db updated to latest
2020-03-08 00:01:16 -05:00
Image
5caedf4d8c
Update README.md
...
fixed requirement for note to not be null
2020-03-07 23:37:05 -05:00
Image
101d673a11
Exe Update for LS
2020-03-07 22:20:04 -05:00
Image
3ef040383a
disabled force of soga models on LS reply
2020-03-07 22:19:56 -05:00
Image
252f4a87a4
Exe Updates
2020-03-07 17:28:43 -05:00
Image
3195a78e82
self damage possible
...
Change in lua spell damage to make self damage possible (allows /castspell to function correctly)
2020-03-07 17:27:59 -05:00
Image
d06d3fd0e3
itemsearch updates
...
allows itemsearch to show item ids
2020-03-07 14:23:51 -05:00
Image
a3834b5570
Update Commands.cpp
...
unnecessary code, took a different route
2020-03-07 08:39:02 -05:00