* The server now refuses to start if any JSONs fail to load
* Mobs now take height into account when losing aggro on a player
* Mobs now aggro on the closest player in range, rather then on the
earliest one to connect to the server of the ones in range
* /summonW now works in IZs and Lairs as well
* Lowered the extra height that mobs spawn at with /summonW to prevent
glitching problems
The first two fixes were caught by infer. The Big Bug(tm) remains
unfixed.
* Fixed the Leech nano power
* Fixed an unlikely nullptr dereference in ItemManager
* /toggleai now makes mobs retreat immediately, instead of waiting for
their next movement tick
* Static path mobs will now stop in place instead of retreating to
their spawn points when AI is disabled
* Changed the misleading config option name from "chunksize" to
"viewdistance", since it's actually only a third of the chunk size
* Mobs now retreat to where they were when they were roaming; not their
spawn point
* /toggleai still sends them back to their spawn point however
* Fixed a bug where mobs would respawn where they were killed instead of
their proper spawn point
* Fixed mobs roaming despite simulatemobs being set to false
* Updated tdata submodule
* Monkey Skyway paths are now saved in a format compatible with
paths.json
* flush() is called on every periodic DB save in addition to the /flush
and /mss N export commands
* Monkeys now accept WIP routes
* Deleted empty Player.cpp
* Moved the helper functions from the obsolete CNStructs.cpp into
main.cpp and deleted it
* Renamed CombatManager to MobManager, as that will likely become it's
main focus soon
This way we're not always passing it around by value.
Note that the Player structs in CNSharedData are still
pass-by-reference. Will probably change this later.