Commit Graph

12077 Commits (0.7.0)

Author SHA1 Message Date
David Cernat 57f84914c3 [Client] Prevent permanent deletion of player markers on cell changes 5 years ago
David Cernat 48ebdb38c7 [Client] Set LocalPlayer's killer for damage over time spell effects
Simplify related code that sets LocalActors' killers for damage over time spell effects.
5 years ago
David Cernat 94a9292cc6 [Client] Use correct index when unassigning quickkeys from WindowManager 5 years ago
David Cernat 77952440f6 [Client] Clean up handling of draw states 5 years ago
David Cernat 301fff7fe5 [Client] Always allow spellcasting from dedicated players and actors 5 years ago
David Cernat 01804af100 [Client] Add updateInventoryWindow() method to LocalPlayer 5 years ago
David Cernat 49fa35a516 [Client] Use ObjectActivate packets when picking up items from inventory 5 years ago
David Cernat f29bfb6b8e [Client] Add debug for received kill counts 5 years ago
David Cernat abc4090a0f [Client] Fix loop in ActiveSpells::getEffectDuration() 5 years ago
David Cernat 02e646e838 [Client] Use check for credits file that makes more sense 5 years ago
David Cernat 437854180c [Client] Clean up variable & function names in mwmp/Main.cpp 5 years ago
David Cernat f6db7d4fc5 [Client] Avoid sending repeated ObjectDelete packets about an object 5 years ago
uramer 2531378d0b make getEffectDuration to look for a specific effect 5 years ago
David Cernat 8aad93b904
Merge pull request #519 from TES3MP/0.7.0-alpha
[General] Update positions for dead players on other clients
5 years ago
David Cernat 3effd5f1ff [General] Update positions for dead players on other clients
Dead players will now show up at the correct cell and position for living players, making server scripts that allow players to revive each other much more functional.
5 years ago
David Cernat 4692f29b9d
Merge pull request #517 from uramer/0.7.0markers
update player map markers when client changes cell
5 years ago
David Cernat 8ff2d1b829 [General] Rename CellReplace packet into CellReset 5 years ago
uramer 3b2098382b update player map markers when client changes cell 5 years ago
David Cernat 9fc4c83858 [Client] Send skill/attribute packets when skills/attributes are damaged 5 years ago
David Cernat dcbc9d1831 [Client] Print cells for actor deaths 5 years ago
David Cernat f3b8a5b909 [General] Check integrity of credits only on Windows clients
This avoids the problems that were encountered in Linux and macOS builds regarding this check while also still addressing the scenario where official Windows builds had their credits modified by people unrelated to the project.
5 years ago
David Cernat 1df1515c7e [Client] Add logging for invalid enchantmentIds in RecordHelper 5 years ago
David Cernat 999ce857c7 [Client] Add logging for records ignored due to their invalid baseIds 5 years ago
David Cernat db7e09f441 [Client] Use more consistent logging when reading dynamic record packets 5 years ago
David Cernat 0fa116b47d [Client] Remove useless lines in RecordHelper 5 years ago
David Cernat fd40e8c971 [Client] Prevent ObjectState spam by not resending an already sent state 5 years ago
David Cernat 6e47b65205 [Client] Set attribute increases & level progress after correct packets
Originally, the PlayerSkill packet contained skills, attribute increases and level progress. In 78441c769a, the attribute increases were moved to the PlayerAttribute packet and the level progress was moved to the PlayerLevel packet, but – due to an oversight – attribute increases and level progress were still being applied to the local player only when a PlayerSkill packet was received, based on whatever values were stored from the last PlayerAttribute and PlayerLevel packets.
5 years ago
David Cernat f481c85e07 [Client] Use ADD before REMOVE for PlayerInventory in repair/recharge
Previously, when recharging or repairing an item, the client sent a PlayerInventory packet to the server with the old version of the item that was supposed to be removed and then it sent a PlayerInventory packet with the new version of the item that was supposed to be added.

Unfortunately, the current CoreScripts make it so custom items using generated IDs have their records deleted when they are completely removed from the world, however briefly, even if they are added back immediately afterwards. In practice, this meant that – before this commit – recharging or repairing a custom item led to its removal from the player inventory stored on the server, followed by the deletion of its record, followed by its readdition to the inventory (but with the record staying deleted). Logging out and logging back in immediately prevented the player from receiving the item anymore because of its now non-existent record.
5 years ago
David Cernat 8a99f215f6 [Client] Add LocalPlayer::sendItemChange() variant with mwmp::Item arg 5 years ago
David Cernat db9c1b9882 [Client] Add MechanicsHelper::getItem() for getting mwmp::Item from Ptr 5 years ago
David Cernat 799241e8c6 [Client] Use informative error message for RefData::setCount() issue 5 years ago
David Cernat 43f195f0c7 [Client] Use clearer debug for actor initializations 5 years ago
David Cernat 81e2e48561 [Client] Fix item magic casting synchronization for spell scrolls
Previously, spell scrolls were used up before their IDs could be included in attacks packets supposed to be sent for them.
5 years ago
David Cernat d83160523f [Client] Add items required for item magic casting when they are missing 5 years ago
David Cernat 433a69a588 [Client] Send all data for newly initialized LocalActors at least once 5 years ago
David Cernat e96091fd6b [General] Use more consistent variable names for password, address, etc. 5 years ago
David Cernat 906d2a837d [Client] Send PlayerInventory packets when recharging items w/ soulgems 5 years ago
David Cernat 71679934a1 [Client] Send PlayerInventory packets when repairing items 5 years ago
David Cernat 5d9893ee92 [Client] Set actor killer correctly for spells that do damage over time
Additionally, clean up comments related to other code that sets actor killers.
5 years ago
David Cernat 343dd8b5ea [Client] Fix addition of items to player inventories
Previously, multiple stacks of the same item ID could overwrite data in each other because of how the logic in ContainerStore::add() works. For example, a stack of 5 grand soul gems with no souls would get added to the player, then the attempt to add a grand soul gem with a particular soul would retrieve the previous stack first before setting all of it to that soul, resulting in 6 grand soul gems with that soul.
5 years ago
David Cernat 76ac905efc [Client] Send PlayerInventory packets when trapping souls in soulgems 5 years ago
David Cernat f853368641 [Client] Fix loss of player items in ContainerStore::unstack()
Previously, unstacking items for a player led to a PlayerInventory packet being sent about the items' removal.

This change makes it so both a packet about their re-addition and their removal are sent instead, cancelling each other out, which is inelegant, but arguably preferable to complicating the sending of PlayerInventory packets again.
5 years ago
David Cernat 50714599d9 [Client] Spawn at exterior 0, -7 by default 5 years ago
David Cernat afd17e5a48 [Client] Don't finish drag & drop that is supposed to be unsuccessful
This prevents items from vanishing when your attempt to drop them in a full container is denied.
6 years ago
David Cernat a6c6db89fc [Client] Send object packets when scripts use PlaceItem/PlaceItemCell 6 years ago
David Cernat d05a82a734 [Client] Avoid repetitive code when unequipping items in resurrection 6 years ago
terrabyte25 35755eb1f1
[Client] Disallow opening inventory menu when not logged in 6 years ago
David Cernat b39e3f518b [Client] Use correct log levels for inventory and dynamic record packets 6 years ago
Testman 6b3f598837
Use more descriptive terminology for chat modes
Changed "Chat disabled" to "Chat hidden", "Chat enabled" to "Chat visible" and "Chat in hidden mode" to "Chat appearing when needed".
6 years ago
David Cernat e834a4ec74 [Client] Find closest enchantmentCharge in getItemPtrFromStore()
Enchanted inventory items continuously recharge their enchantment charges, which getItemPtrFromStore() should account for.

Additionally, prevent framelistener errors caused by PlayerItemUse packets about non-existent items.
6 years ago