* Client synchronization improvements
* Remove bad comment
* Remove guard on PC_TICK
* Fix delayed loading of nano skill icons
We actually don't need to wait for post-load to do the second nano book send.
That adds unnecessary delay. Moving it to right after `P_FE2CL_REP_PC_ENTER_SUCC`
does the trick and gives the client plenty of time to fetch the icons before
loading in-game.
* Don't send unnecessary nano book subsets pre-enter
* Fix comment
* CD - Add GitHub Action to push Docker image to Docker Hub
* BUILD - Reduce size of image by using slim version of Debian
* CI - Modify Push Docker Image action to build and push Docker image to linux/amd64 and linux/arm64 architectures
Note that the warning in TableData.cpp only seems to occur on clang (deprecated-declarations)
Database account/player count message:
Before: [INFO] Database in operation : Found 1 account(s) and 2 player(s)s
After: [INFO] Database in operation: Found 1 account and 2 players
I've checked all the changelogs from the version we were using (3.9.1) to the latest, and there should not be any breaking changes or deprecated functionality.
The server also compiled fine and I did not encounter any issues after a brief play session.
This macro makes it use the stdcall calling convention when compiling
for 32-bit Windows. Its absence was technically a bug, but it's a no-op
on 64-bit Windows.
For a while we had made the temporary rapid-fire anti-cheat optional on
master, but had removed it entirely on the refactor branch. The
modification on master was acidentally only applied to the regular
(non-projectile) combat handler, while the removal on refactor removed
both that and the projectile check.
When the refactor branch was merged, that resulted in the removal of
only the projectile rapid-fire check, while the conditional regular
combat rapid-fire check was kept.
This change restores the projectile rapid-fire check such that it is
conditional, just like for regular combat.
- PR builds will now run even if they weren't opened as drafts
- PR builds will now re-run when they get new commits
- Builds can now be manually triggered from GitHub
This was initially a merge commit that got ironed out by rebase cleanup.
Notable changes are:
- Copying EntityRef instead of referencing it
- Some changes to includes
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.
TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???