- REmove spawn distance slightly increased to distance from send spawn distance. Secondly widgets/signs/doors all stay, only NPCs will be removed/added back to reduce lag in client (reduce loading!)
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
Fixes#10
LS database:
- md5 no longer used, now use sha2('password',512) instead for mysql/mariadb
- account table passwd expanded to 256 chars
- login_worldservers password field expanded to 256 chars
manual update:
\u eq2ls
alter table account modify column passwd varchar(256) not null default '';
alter table login_worldservers modify column password varchar(256) not null default '';
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.
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.
Updated /spawn details to include a radius option if no target is selected, eg. /spawn details 5 - for a radius of 5. Gets some general spawn information (location id, spawn id, widget id, etc.)
Character Save / WritePlayerStatistic updated to check if characterid is set (in case client disconnects before character loads)
Default char_id of 0 set for Player class
Added a sql_updates.sql file for WORLD with _DEBUG define so we can more easily push updates made in game to each other