Commit graph

115 commits

Author SHA1 Message Date
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4eb9b7c95c @xonos icon extraction
icon extraction for EQ2, thanks Xonos!
2020-03-12 17:50:24 -04:00
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ef369bfd38 Exe Updates! 2020-03-12 10:37:45 -04:00
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c50775412b EQStream SendPacket fix for packet construction length req
Fixes #40
2020-03-12 10:37:34 -04:00
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4aa04d9457 Exe Updates 2020-03-11 22:24:42 -04:00
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dc7710f4be Mutex fix thanks to foof!
forcing writing lock when the first read comes in
2020-03-11 22:24:34 -04:00
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454ed07fd0 Exe Updates! 2020-03-11 21:36:56 -04:00
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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
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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
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93f8bb1b7b Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu 2020-03-10 23:17:27 -04:00
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3c0c41222e Exe updates 2020-03-10 23:17:22 -04:00
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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
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11d31aee5d Exe Updates 2020-03-10 11:34:20 -04:00
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ed7d7f73ae more sql_updates.sql table filters
removed character_ tables, variables, char_colors, guild_ and bugs
2020-03-10 11:34:10 -04:00
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29cad00a8a Exe Updates 2020-03-10 11:19:25 -04:00
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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
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f95d9f7f11 Exe Updates 2020-03-10 09:13:04 -04:00
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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
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4daeeb3489 client.cpp linux fix
boolean->bool
2020-03-10 00:06:00 -04:00
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a876e8d14e Exe Updates! 2020-03-10 00:04:11 -04:00
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7802f527d3 on openheading / closeheading forgot to set includeheading true 2020-03-09 23:55:40 -04:00
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186cc897dc Exe Updates! 2020-03-09 23:20:19 -04:00
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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
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006d4ac447 Exe Updates! 2020-03-09 18:52:48 -04:00
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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
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714d7a3676 merge eq2emu r2870 r2869
merge ClaimWindow fix (unknown3 data)
2020-03-09 18:03:44 -04:00
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e4b0a7c89c Exe Updates! 2020-03-09 17:39:14 -04:00
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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
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009a8c6984 Exe Updates 2020-03-09 10:55:03 -04:00
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08e929ddda reintroduced spawn_list.erase, had removed when testing deadlock issues 2020-03-09 10:41:50 -04:00
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f80a38d093 Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu 2020-03-09 09:10:48 -04:00
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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
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35d901b19a Exe Updates! 2020-03-08 21:20:34 -04:00
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285a8aa591 additional deadlock changes
Continued changes for deadlock issue.  Fixes #31.
2020-03-08 21:20:20 -04:00
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9893832bd3 Update EQ2Login__Debug.exe 2020-03-08 21:00:02 -04:00
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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
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270771ef2c Exe Updates 2020-03-08 20:43:06 -04:00
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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
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1149dc7f2a Easier tracking of bad packet structures 2020-03-08 20:40:26 -04:00
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43115db28e exe revert due to soga conflict on level increase (locks up client) 2020-03-08 01:48:18 -05:00
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57d12cf795 revert soga change, causes lockup if increased level
exe to follow
2020-03-08 01:48:00 -05:00
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1e168f0983 Update world_db.zip
world db updated to latest
2020-03-08 00:01:16 -05:00
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5caedf4d8c Update README.md
fixed requirement for note to not be null
2020-03-07 23:37:05 -05:00
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101d673a11 Exe Update for LS 2020-03-07 22:20:04 -05:00
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3ef040383a disabled force of soga models on LS reply 2020-03-07 22:19:56 -05:00
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252f4a87a4 Exe Updates 2020-03-07 17:28:43 -05:00
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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
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d06d3fd0e3 itemsearch updates
allows itemsearch to show item ids
2020-03-07 14:23:51 -05:00
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a3834b5570 Update Commands.cpp
unnecessary code, took a different route
2020-03-07 08:39:02 -05:00