FateJH
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a20e75d07c
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added an enumeration for character voices, which prompoted a massive file update; separated BasicCharacterData from CharacterAppearanceData; added some yet unimplemented support to WSA and VehicleData; completely commented out RemoveActorTests for later repairs so they do not break in Travis CI
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2018-06-08 21:07:47 -04:00 |
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FateJH
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c664f96bd4
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a little bit of vehicles everything; work on the endocder/decoder for vehicles and seated players and bitstream size; vehicle ownership is extremely passable right now; seat restrictionsfor getting into vehicles is now in place; tests repaired; adjustment to vehicle spawn pad (again) to hopefully increase tolerance and recovery
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2018-06-06 19:13:39 -04:00 |
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FateJH
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b2e0fd1276
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resolved issue with failing tests; padding value of outfit name must always be observed
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2018-06-04 08:03:03 -04:00 |
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FateJH
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f730be261a
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in the middle of testing
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2018-06-04 08:03:03 -04:00 |
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FateJH
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292a9bad23
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attached version of the OCM for avatars works; known encoding issues with OCDM encoding for avatars, specifically the calculated bit length
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2018-06-04 08:03:03 -04:00 |
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FateJH
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caf56c4e72
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added a door in home3 HART C that I missed; modified AvatarConverter and VehicleConverter to correctly handle multiple players in vehicles at world join time; began implementation of this procedure in WSA, but independent creation of players in implant terminals is giving trouble; fixed a ludicrous oversight with the bitsize of players without outfits
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2018-06-04 08:03:03 -04:00 |
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FateJH
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389d0b4d82
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added documentation and refined comments; corrected stream length calculation issues where padding lengths were not being properly retained or updated; working tests
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2018-06-04 08:03:03 -04:00 |
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FateJH
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4e41468cd0
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meta-stability in terms of the underlying structure that will eventually read off seated passengers in vehicles; the padding offsets just need tuning
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2018-06-04 08:03:03 -04:00 |
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FateJH
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052a318285
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Refactored CharacterData and DetailedCharacterData to be a component of PlayerData and DetailedPlayerData, respectively. Position information is now optional; inventory data and exposed hand data are also removed into PlayerData and DetailedPlayerData. String padding management has been preserved. Tests and packet converters have been repaired.
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2018-06-04 08:03:03 -04:00 |
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FateJH
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9e75fd1191
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even more generosity with the tests
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2018-05-28 09:04:09 -04:00 |
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FateJH
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d26e8834c6
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hopefully more generous timing for the tests
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2018-05-28 08:24:57 -04:00 |
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FateJH
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c7641fc117
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modified zone ground actor operation to include no-callback item removal message; adjusted tests for Zone and wrote tests for RemoverActor
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2018-05-27 02:24:20 -04:00 |
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FateJH
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f6f7ad5617
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unified code paths for dropping an item, and reinforced code path for picking an item back up; LocalService will handle some of the work now; ActionResultMessage embraces its simplistic nature (we don't have enough error messages)
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2018-05-22 19:13:59 -04:00 |
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FateJH
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e00202e8fb
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Tuned positioning on player spawned at an AMS; fixed 'AMS' label draw and clear issue by expanding deployment options; modifications to BattlePlanMessage packet
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2018-05-21 10:58:18 -04:00 |
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FateJH
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cd91080c9a
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Worked ams spawning rules into normal SpawnRequestMessage workflow using the (reliable) spawn group number of 2
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2018-05-21 10:58:18 -04:00 |
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FateJH
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cc3e1dde86
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packets RespawnAMSInfoMessage and SquadWaypointEvent, the latter with tests; system of keeping track of deployed AMS vehicles and displaying their data to interested users added through the VehicleService path
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2018-05-21 10:54:32 -04:00 |
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FateJH
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848929fd01
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test fix
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2018-05-21 10:48:32 -04:00 |
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FateJH
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a3f50cc8a4
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fixing Infiltration Suit issues as well as streamlining the process of exo-suit switching
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2018-05-21 10:16:20 -04:00 |
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FateJH
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cf3bf19d4d
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tests for prior MAX changes; correcting a 13mm problem with the Lightning's chaingun ammunition type
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2018-05-21 10:16:20 -04:00 |
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FateJH
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e2dcf998e0
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in an attempt to decipher the pickup sound, it seems every item pickup comes with a 'congratulations' packet
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2018-05-21 10:15:05 -04:00 |
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Fate-JH
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1d732196f0
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Update DismountVehicleMsgTest.scala
0 -> BailType.Normal
Should have caught this in the prior merge.
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2018-05-21 08:48:14 -04:00 |
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Fate-JH
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12443c6aa5
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Merge branch 'master' into feature/VehicleDismountImprovements
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2018-05-21 08:34:29 -04:00 |
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Mazo
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6f65603942
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Add BailType enumeration and update parameters for vehicle dismounting with correct naming and type
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2018-05-21 06:47:21 +01:00 |
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FateJH
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e9aac5514a
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more tests for the proximity amenities; added the other silo in Anguta, Ceryshen and the terminal-facing silo in home3; initial work on FacilityBenefitShieldCharge packet and tests
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2018-05-16 19:24:50 -04:00 |
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FateJH
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a513f4996e
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working vehicle loadouts from repair/rearm silos; code documentation and expanded tests
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2018-05-16 00:27:25 -04:00 |
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FateJH
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2a4fe4865e
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partially-working vehicle favorites system; modifications to existing favorites system, identification of packet parameters
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2018-05-15 08:05:33 -04:00 |
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FateJH
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9d7d1b0456
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split previous Loadout into separate InfantryLoadout and VehicleLoadout classes; moved new Loadout code into its own package and corrected import statements; corrected Terminal code and tests
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2018-05-13 23:06:01 -04:00 |
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FateJH
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1d956c834c
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improved object name exposure for log messages; removed 'init with GUID' constructors that were no longer necessary
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2018-05-10 23:03:34 -04:00 |
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FateJH
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526ab7d5ec
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Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests
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2018-05-09 16:26:33 -04:00 |
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FateJH
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68422401e5
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Another revamp to vehicle spawn process. Wrote tests.
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2018-04-29 00:16:55 -04:00 |
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FateJH
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5d5c609a2f
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Reorganized vehicle spawning process and wrote tests for process.
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2018-04-29 00:13:15 -04:00 |
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FateJH
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c87273c351
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originally just implemented drive-away speeds and timings for boarding vehicles manually; then attempted a trick where vehicles would be moved up out of the trench manually; finally, discovered how spawn platform rails work and how to find their guids easily and incorporated a nearly fully-functional vehicle spawn system(!); added examples of the 'railless' spawn pads to the East and Southeast of home3 HART C
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2018-04-29 00:13:15 -04:00 |
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FateJH
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fde49773cd
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Splitting single vehicle spawn control process into several subtasks. Vehicle event bus attached to zone objects, especially for interacting with VehicleSpawnControl. Importing SouNourS copy of ServerVehicleOverrideMessage packet and tests.
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2018-04-29 00:13:15 -04:00 |
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FateJH
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a31207322b
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accomodations for tests; adjusting conditions for proximity terminal operations; adding the medical terminals in Anguta
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2018-04-19 19:51:04 -04:00 |
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FateJH
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35ed000ccc
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code documentation and tests
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2018-04-19 08:03:06 -04:00 |
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Fate-JH
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d8fe6bab28
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Merge pull request #196 from Fate-JH/spawn-tube
The Real Resurrection Update
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2018-04-19 07:45:47 -04:00 |
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FateJH
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82c68ebedb
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Modifying AvatarDeadStateMessage to manipulate visible respawn points on deployment mpa; improving postStop conditions on WSA to consider player in different situations; added basic Zone.Population.(message) case statements
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2018-04-09 19:12:23 -04:00 |
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Fate-JH
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fc3837268c
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Merge pull request #194 from Fate-JH/pca
Packet Splitting, Bundling
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2018-04-02 09:39:55 -04:00 |
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FateJH
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f444a35785
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Changes to AvatarService packets and support actors in regards to corpse management and tests regarding corpse management. Seriously, those tests.
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2018-03-31 20:03:40 -04:00 |
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FateJH
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7f40b31a34
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Akna Air Tower, Ceryshen, has its amenities wired. The default spawn point has been moved to allow for the tower at Akna to interfere with the tower at Anguta.
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2018-03-31 20:02:40 -04:00 |
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FateJH
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ddc2450541
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Buildings now have simple type distinctions to work using the known output of a SpawnRequestMessage packet. Support for cross-continental respawning (actually a failure case for being unable to spawn). Corpse tuning and testing.
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2018-03-31 19:59:11 -04:00 |
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FateJH
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8a21df429b
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The former Player class (former-former PlaterAvatar class) has been split into a persisting Avatar class and a transitory Player class.
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2018-03-31 19:54:37 -04:00 |
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FateJH
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001f9a40e9
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Anguta, Ceryshen, the Anguta Watchower, and Anguta's two bunkers have had their amenities wired together, excluding the door locks being connected to doors. Modified how things like spectator status, fly status and speed persist.
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2018-03-31 19:51:01 -04:00 |
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FateJH
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19224e471b
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wrote tests for MultiPacketCollector, MultiPacketBundle, and the new functionality in PCA
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2018-03-14 18:53:19 -04:00 |
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FateJH
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68e3377d2e
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RelatedA0 and RelatedB0 have been superceded by RelatedA and RelatedB, respectively, with slots 0-3 for each; SlottedMetaAck has been removed and tests have been changed
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2018-03-12 23:16:49 -04:00 |
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FateJH
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e76b4de2ea
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repairs to ZFCCM test
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2018-03-08 21:27:19 -05:00 |
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FateJH
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d965b5b3c8
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added initial AvatarStatisticsMessage packet and tests; gave an Enumeration type to AvtarImplant action field
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2018-03-08 15:48:19 -05:00 |
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FateJH
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2475b468b8
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added initial AvatarSearchCriteriaMessage packet and tests; worked ASCM into WSA login workflow
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2018-03-07 22:58:42 -05:00 |
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FateJH
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0578d291a5
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add initial SetChatFilterMessage packet and tests; gave FriendsResponse a valid action enumeration; changed continent id and building id in DensityUpdateLevel to use simple data type rather than PlanetSideGUID; worked these packet changes into WSA initialization workflow
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2018-03-07 22:32:27 -05:00 |
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FateJH
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2526f15406
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changing continent id to normal data type in HotSpotUpdate; implementing token logic for HotSpotUpdate in WSA; updating tests
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2018-03-06 15:27:17 -05:00 |
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