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Merged
merged 88 commits into from
May 10, 2025
Merged

Dev #1418

merged 88 commits into from
May 10, 2025

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cbnolok
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@cbnolok cbnolok commented May 10, 2025

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raydienull and others added 30 commits March 21, 2025 10:58
…ck list when going to sleep.

Corner case: a series of events make the current Timeout value 0, while
there's still a tick added to the list, even with a different Timeout
value.
Added double checks to ensure that only valid objects remain in the
ticking lists, and that elapsed timeouts are actually removed from the
lists. This also should fix some NPCs not going to sleep while in a
sleeping sector.
Also, this new structure should be faster, since now it's not needed to
loop through the ticking lists elements to know if the given object is
already in some list.
…tem bounce messages (defaults to current behaviour)
…CSString; do not declare Class Mutex if MT_ENGINES is off.
cbnolok and others added 29 commits May 2, 2025 20:14
In particular, it integrates the following message: Expected a valid
resource. Ignoring it/Converting it to an empty one.
Issue #1408.
…acros into functions, to get better type safety and get warnings for type and sign mismatches.
…MORE will always return the raw numerical value.

This allows using the full numerical range available.
…OldStyle, TAG.OVERRIDE.MOVESTYLE.

- Added: New optionflag OF_PetBehaviorOwnerNeutral.
    If this setting is enabled, pets you own will appear to you with the
original noto (pre-taming, old behavior). If this setting is not
enabled, the assets you own will always appear natural to you. This
setting only applies when the owning character is looking at the asset
they own. It does not apply when someone else is looking at the asset
you own.
- Added: OF_NPCMovementOldStyle, TAG.OVERRIDE.MOVESTYLE.
    Support for the old 0.56b NPC movement formulas with:
OF_NPCMovementOldStyle ini setting and TAG.OVERRIDE.MOVESTYLE (to
override the behavior for a single character).
    With that formula, among the other things, char MOVERATE property
and TAG.OVERRIDE.MOVERATE will return to be the percent modifier of the
speed of the NPC - the higher it is, the slower will the NPC be. Default
is 100.
When setting a property like MORE to the a spell or skill defname,
trying to read it returned back the resource index (like the spell
number) instead of the defname (Issue #1397).
It was caused by accessing
CServerConfig::CResourceHolder::ResourceGetDef instead of
CServerConfig::RegisteredResourceGetDef.
Extra "!" in the condition check
This also fixes incorrect typedef resyncs for the TYPEDEFS resource
block.
Changed the ASSERT to a soft g_Log.EventDebug to warn about this, and
added a fallback in CSString::Copy(Len) methods to re-zero-init the
string if this happens.
During merge, the code got probably lost
…nes.

Also, moved some functions from CExpression.cpp to sstring.cpp.
…behavior.

- Add base auto detection
- Add option to tolerate incomplete string consumption
- Added back interpretation of hex numbers with <= 8 digits as 32 bits
numbers (instead of 64)
…UNDCHANCE.

It allows to change the chance that a wandering NPC will analyze its
surroundings for the current step. This also means that the trigger
@NPCLookAtChar will fire more frequently.
@cbnolok cbnolok merged commit 758bfe7 into master May 10, 2025
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6 participants