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P31 2 alpha murderers fix #15
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P31 2 alpha murderers fix #15
Commits on Jan 24, 2021
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Commits on Mar 4, 2021
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Commits on Mar 9, 2021
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Commits on Mar 10, 2021
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Commits on Mar 11, 2021
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Commits on Mar 12, 2021
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Merge pull request #278 from Veritania/refactor-environment-effect-lo…
…okup Refactor environment effect lookup
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Commits on Mar 14, 2021
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Commits on Mar 17, 2021
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Merge pull request #277 from OpenPerpetuum/catflag-refactor
New category flags for new items
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Merge pull request #280 from Veritania/issue-213-empty-loot-in-lootsp…
…litter-exception Issue 213: Empty loot in Lootsplitter throws exception
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Commits on Mar 21, 2021
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Commits on Mar 25, 2021
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Commits on Mar 27, 2021
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Issue 257: Server "Admins only" mode (#290)
* Add new AdminCommands RelayOpen and RelayClose This allows for admins to call #relayclose or #relayopen in a #secure chat channel, to "block" the LOGIN attempts from non-admin level accounts.
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Commits on Mar 28, 2021
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Commits on Mar 31, 2021
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NPCs start using energy drains immediately.
Small ENERGY_VAMPIRE_CORE_THRESHOLD must be used. Even more charge reduction is possible if the target is also empty.
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Commits on Apr 1, 2021
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Merge pull request #294 from ajsv3722/Development
NPCs start using energy drains immediately.
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Commits on Apr 6, 2021
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Itemshop query ED stability (#299)
Prevent client crashes from returning Entitydefaults that are hidden or disabled
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Commits on Apr 8, 2021
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Issue 229: arg check on admincommands (#291)
Stronger argument validation
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Issue 257: Support for OnlyAllowAdmins as a server startup config (#297)
* Support for StartServerInAdminOnlyMode as a server startup config value
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Commits on Apr 16, 2021
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Commits on Apr 17, 2021
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Avoid inf loop on recursive or cyclic parented entities (should be prevented elsewhere)
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Commits on May 3, 2021
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Commits on May 16, 2021
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Communicate expiration stronghold (#322)
* send message to player pm's about the remaining time on stronghold * bug fix for timer not clearing, nor being island specific, refactors
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Commits on May 22, 2021
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* wip on boss announce channel feature * overhaul motd, handle character/channel issue, deal with delayed messages being outofdate, better motd string building
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Commits on May 26, 2021
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Commits on May 27, 2021
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Commits on May 28, 2021
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Gamma Market Visibility (#334)
* market noshow fix * fix-feature: show orders in remote markets if character has visibility on dockingbase
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Commits on Jun 13, 2021
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* fixes to portal spawning, find walkable pos, and despawn effect bug despawning unit before effect is fully applied * refactor of despawnhelpers, track effect in pending state to avoid premature update loop cancellation
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Commits on Jun 18, 2021
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Npc optimizations: pre-compute EP (#346)
* compute EP not in massive ondead transaction * clean imports * cache the db fetched value lazily as npc definitions are first encountered * unused import
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Robot module/components IEnum->array (#345)
* use lazy init array to avoid runtime cost of Ienumerable loop * this appears to be safe.. more testing desired * also only called before an .Initialize() call on the component or parent robot
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Commits on Jun 19, 2021
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* wip, todo notes * handle roam respawning and flock respawning gracefully * nothing to catch here * be more polymorphic n such * remove unused stuff
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Commits on Aug 5, 2021
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Random-Static-Expiring-Respawning Presence (#355)
* wip, some kind of presence that spawns in random location away from key entities, expires, but also respawns eventually * some rename, refactor, cleanup * proximity check with like-presence spawns
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* set max sessions * style, maintainability
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Commits on Aug 6, 2021
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Commits on Aug 7, 2021
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Commits on Aug 8, 2021
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* smooth the whole zone * parallelize smoother for whole zone * oof
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Commits on Aug 15, 2021
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Commits on Aug 17, 2021
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Commits on Aug 22, 2021
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Roamstate exit, handle running task (#382)
* cancel token on exit, try/catch on accessing empty flocks * capture task cancellation logic into abstract base class * more context on warn
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* initial fix, pre-compute fitting limits, isolate optimizations * bring back in the optims, red herring * cancel token on exit, try/catch on accessing empty flocks * capture task cancellation logic into abstract base class * more context on warn
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Commits on Sep 3, 2021
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* new command to copy a zone's groundtype bit array to another zone w/o changing existing plants * a few other enhancements
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Commits on Sep 5, 2021
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Commits on Sep 19, 2021
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Misc dev enhancements: IZ npc null check + command improvements (#393)
* null check * enhancing and fixing a few zone admin commands
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Commits on Sep 22, 2021
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Commits on Sep 23, 2021
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Merge pull request #394 from OpenPerpetuum/288_sessioncount
issue 288: session count must count only authenticated users
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Commits on Sep 30, 2021
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Merge pull request #399 from OpenPerpetuum/Issue_214_completed
Closes Issue 214 and removes old code
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Commits on Oct 1, 2021
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Commits on Oct 10, 2021
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new effects, new rule for checking on teleport, robustify presence lo…
…ading on startup (#407)
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Commits on Oct 15, 2021
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Tech level'd construction blocks (#410)
* construction blocks mapped to each tech level of structure * unused var
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Staging PBS base: expires + other unique rules (#408)
* expiring pbs base, fix bug where system storage node was getting deleted twice on pbs death * expiring base only buildable on red zones on gamma * distance checks, quantity check exceptions, separate count, red zone build check only * some refinements, comments, cleanup
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Merge pull request #395 from OpenPerpetuum/312_harvestlog
issue 312: Make a HarvestingLogHandler and HarvestLog table
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Commits on Oct 17, 2021
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Commits on Oct 18, 2021
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Commits on Oct 22, 2021
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Commits on Oct 23, 2021
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Commits on Oct 27, 2021
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Commits on Oct 28, 2021
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Reworked RiftManager initialization in Bootstrapper to account for Zo…
…neRiftConfig existing and MaxRifts > 1. Reworked ZoneRiftConfig to be non-static, added accessor methods, and created Repository for it referenced in RiftManager
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Commits on Oct 29, 2021
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Fixing missed reference to IRiftManager, when I updated the other con…
…crete implementations of RiftManager to be interfaces, I missed this one.
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Switching back to concrete types so the bootstrapper knows what its i…
…nitializing. Added logic specifically for StrongHoldZones since they point to a different table, and moved them ahead of the zoneRiftConfig check as strongholds should be checked first.
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Commits on Oct 30, 2021
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Removing unnecessary extra code since its covered in a func below. St…
…yle change on sql query below to match style elsewhere in code.
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Commits on Nov 1, 2021
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Merge pull request #400 from OpenPerpetuum/dev-jeffmaley
added scaling value for plant repopulation timer
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Merge pull request #418 from OpenPerpetuum/PerpetuumServer-RiftManage…
…rRefactor-Issue#347 Refactor RiftManager creation logic - (#347)
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Commits on Nov 11, 2021
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Commits on Nov 12, 2021
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Commits on Nov 16, 2021
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Merge pull request #439 from OpenPerpetuum/dev-jeffmaley
issue 419 fix
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Merge pull request #438 from OpenPerpetuum/JL-add-npc-painters
added target painter as a valid module for entityVisitor (#437)
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Commits on Nov 17, 2021
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Commits on Nov 18, 2021
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Npc aggro refactor and enhancement (#434)
* refactor, add primary target selection logic to base combat ai * missing file from proj * fix bug on constant target switching * probability tweak
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Commits on Nov 20, 2021
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Staging term expire time persistence (#443)
* persist expiration time to dynamic props to write to db on shutdown, and read in on startup * fixes for reinforce cycle not killing base, no need to cache elapsed time
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Commits on Nov 21, 2021
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Replaced gamma terminal inserted orders
added sell for geo charges, artifact charges, field container, syn-sec container, decon block and concrete-layer.
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Commits on Nov 22, 2021
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Commits on Nov 25, 2021
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Commits on Dec 8, 2021
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Merge pull request #454 from OpenPerpetuum/dev-jeffmaley
Dev jeffmaley
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Commits on Nov 29, 2022
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- using NIC/EP for new player from server config file, or default value if they are not specified in the file - using this solution for default value: https://stackoverflow.com/questions/29611445/default-value-for-missing-properties-with-json-net
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Commits on Dec 25, 2022
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Merge pull request #459 from aqpanaciy/#310
New Player Starting NIC/EP - optionally controlled by ini config values
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Commits on Jul 19, 2023
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Commits on Aug 3, 2023
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Merge pull request #444 from OpenPerpetuum/JL-dev
Added InsertVendorSellOrder and gamma sell orders
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Commits on Aug 23, 2023
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- Removing files with wrong encoding
# Conflicts: # src/Perpetuum/Services/TechTree/TechTreePointsHandler.cs # src/Perpetuum/Services/TechTree/TechTreeService.cs
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- Re-adding files with correct encoding
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- Removing files with wrong encoding
# Conflicts: # src/Perpetuum/Converters/DelegateConverter.cs # src/Perpetuum/Services/TechTree/Points.cs # src/Perpetuum/Services/TechTree/TechTreeNode.cs # src/Perpetuum/Services/TechTree/TechTreePointsHandler.cs # src/Perpetuum/Services/TechTree/TechTreeService.cs # src/Perpetuum/Threading/LockFree.cs # src/Perpetuum/Wallets/Wallet.cs
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- Re-adding files with correct encoding
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- Removing files with wrong encoding
# Conflicts: # src/Perpetuum/Services/TechTree/TechTreePointsHandler.cs # src/Perpetuum/Services/TechTree/TechTreeService.cs # Conflicts: # src/Perpetuum/Converters/DelegateConverter.cs # src/Perpetuum/Services/TechTree/Points.cs # src/Perpetuum/Services/TechTree/TechTreeNode.cs # src/Perpetuum/Services/TechTree/TechTreePointsHandler.cs # src/Perpetuum/Services/TechTree/TechTreeService.cs # src/Perpetuum/Threading/LockFree.cs # src/Perpetuum/Wallets/Wallet.cs
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- Re-adding files with correct encoding
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- Working mechanic. Requires balancing, renaming and resources work
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- Renaming Spark Teleport Token into Spark Teleport Device
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- Renaming Spark Teleport Token into Spark Teleport Device
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- Style-guide fixes. also removed unused variables
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Merge pull request #396 from OpenPerpetuum/commandlog
Logging - Chat Commands (#315)
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Update MissionProcessorDeliverMission.cs
Removed unused var deliveryState in MissionProcessorDeliverMission.cs
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Merge branch 'bugfix/UnexpectedCharacters' of https://github.com/Open…
…Perpetuum/PerpetuumServer into bugfix/UnexpectedCharacters
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- Advanced and Expert prototype parallel processing are now enabled
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- Added check that Armor and ArmorMax are greater than zero (i.e. initialized) when calculating health
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- Initial commit. Contains working mechanic for ladmines - can buy on parket and deploy, they will explode on target stays in 50m radius for 2 seconds. There is no way to kill them but they will autodespawn in 8 hours (or whatever, same value for probes)
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- Style-guide fixes. also removed unused variables
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add build workflow/action
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Dolzhukov, Viktor committed
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- Renaming Spark Teleport Token into Spark Teleport Device
Viktor Dolzhukov authored and Dolzhukov, Viktor committedNov 5, 2023 Configuration menu - View commit details
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- Renaming Spark Teleport Token into Spark Teleport Device
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- Missing changes after rebase
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Merge pull request #469 from OpenPerpetuum/SparkTeleport
Spark teleport
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- Renaming Spark Teleport Token into Spark Teleport Device
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- Advanced and Expert prototype parallel processing are now enabled
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Merge pull request #470 from OpenPerpetuum/PrototypeLines
Prototype lines
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- Added check that Armor and ArmorMax are greater than zero (i.e. initialized) when calculating health
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Merge pull request #471 from OpenPerpetuum/GammaCorpHangarFix
Gamma corp hangar fix
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- project is for .NET Framework, not .NET Core; - changed the path for artifacts to a relative one; - build projects after a push and pull request; - build artifacts after a push.
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- Added spark teleport changes that were lost during branches rebase
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Update ISparkTeleportRepository.cs
- remove using System.Security.Cryptography.
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Merge pull request #473 from OpenPerpetuum/SparkTeleportMissingChanges
- Added spark teleport changes that were lost during branches rebase
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- Module property classes extracted into separated files
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- There is now just machine gun turret of 4 tiers with enabler extens…
…ions (2 lvl per tier) - Turrets are now being removed once Spectator leaves the zone (either dock, dead or teleported out) - Fixed incorrect free bandwidth calculation (now up to 5 turrets as planned) - Minor refactoring and styling
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- Minog refactoring and style guide before further develpoment
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- Mining turrets fixes and improvements. Fully functional now.
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- Harvesting turrets, fully functional
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- Industrial turrets are now giving ep and completing missions
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- Removed remote_control effect and related logic as no longer needed
- Sentry turrets are now make yellow bots aggro on owner - Sentry turrets are now giving ep for killing npc of any type - Sentry turrets owner is now getting loot from boss correctly - Sentry turrets are now can be used for combat missions - Industrial turrets are no longer trying to mine/harvest empty tiles when there is nothing left in range - Both combat and industrial turrets are now managing targets more properly, unlocking targets with zero threat / value
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Merge branch 'Development' into bugfix/UnexpectedCharacters
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Merge pull request #467 from OpenPerpetuum/bugfix/UnexpectedCharacters
Bugfix/UnexpectedCharacters
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Merge branch 'Development' into Spectator
# Conflicts: # .github/workflows/build.yml # src/Perpetuum.Bootstrapper/PerpetuumBootstrapper.cs # src/Perpetuum.ExportedTypes/CategoryFlags.cs # src/Perpetuum.RequestHandlers/Sparks/SparkTeleportUse.cs # src/Perpetuum.RequestHandlers/UseLotteryItem.cs # src/Perpetuum/Perpetuum.csproj # src/Perpetuum/Robots/Robot.cs
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- Industrial turrets now affected by zone effects
- Turrets deployment now have graphic effects - Industrial turrets now "thinking" lesser before starting to mine
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Turrets are now affected by nexuses
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- Fixed bug with nexuses being applied to turrets
- Industrial turrets now use optimal range from modules to calculate distance (was hardcoded)
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- Fixed an issue with game crash on turret deployment (I hope)
- Players are now not considered enemies if they are in squad with turret owner (needs re-checking) - Refactored remote control mechanics a little bit
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- Combat drones. Not yet refactored
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- Industrial turrets now drop all the cargo each 5 min
- Harvesting turrets no more harvesting empty tiles
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- Turrets and drones now can fight each other
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- RCU are now explode on playerr left zone
- Alpha is now safe until both players flagged
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Commits on Jan 17, 2024
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- Fixed issue with account stuck while safelogging with active indust…
…rial turrets - Fixed issue with industrial turrets don't dsrop loot on disappear
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- RCU are now getting more aggro from npcs
- Turrets don't hate their owner anymore - Turrets won't shoot flagged enemy on Alphas if their owner isn't flagged - Minor code cleanup performed
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- Using RESPEC token doesn't cripple sparks anymore
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Merge branch 'SparkHotfixAfterRespec' into Spectator
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- New category flag added for electronic CTs. Existing CTs staying wh…
…ere they were so far
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Merge pull request #481 from OpenPerpetuum/op-480
[OP-480] Add setup instructions
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Update ProductionFacility.cs (#477)
- transfer of protection against negative points to the ProductionFacility class from Repair class.
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Commits on Feb 11, 2024
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- Logic altered to allow NPC Spectators
- RCU turrets are now can't be spawned in 1km radius near terminals and teleports - Some code auto-cleanup performed
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Commits on Feb 13, 2024
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- Industrial turrets can now be placed anywhere
- When RCU turrets are out of operational range, they will explode - Landmines now have 15 sec grace period when deployed - Fixed an issue with RCU being left on field when teleporting using anomalies
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- set JoinChannel to protected; - join character to the terminal chat via TryJoinChannel.
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Commits on Feb 17, 2024
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- Minor changes related to CT and Tellesis effects
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Merge branch 'aqpanaciy-blind-terminal-chat' into Spectator
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- Fixed landmines won't despawn
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Commits on Mar 29, 2024
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- Added override for plants timers (#492)
- Admin commands for plants growth will now work not only in server dev mode Co-authored-by: Dolzhukov, Viktor <u1158088@internal.imsglobal.com>
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Commits on Mar 30, 2024
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- Turrets no more fall into murderous rage when owner locks or hurts them Co-authored-by: Dolzhukov, Viktor <u1158088@internal.imsglobal.com>
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Commits on Mar 31, 2024
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* Update CombatAI.cs - when stopping npc, reset movement to null; - periodically check primary hostile. * Update WaypointMovement.cs - velocity vector in the case of zero length is calculated in the direction of the unit; - if at the start already at destination, then set Arrived to true.
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Commits on Apr 29, 2024
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* Update NuGet.targets - remove NuGet.exe . * Update .gitignore - add nuget.exe .
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Commits on May 10, 2024
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This fix should deal with the issue when it's possible to shoot non-f…
…lagged players on Alphas if attacker is flagged
Dolzhukov, Viktor committedMay 10, 2024 Configuration menu - View commit details
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