Finalizer Sunday Update
02/25/2024
The SWGEmu Development Division
The primary development workflow has been switched to the JTL branch as we prepare for what is to come soon(tm).
As of today's merge, Finalizer databases have been converted and will be receiving updates again as often as we can.
JTL will be disabled (Chassis Dealers, Starship Terminals and JTL Crafting) until JTL has progressed and
been tested to the point that the team feels it is ready for Finalizer, but will continue to stay enabled on TC:Prime.
The JTL branch underwent a major overhaul for the implementation of the Space Zones, addition of ship functionality, and the conversion of
Finalizer database. Please be patient if there are is a brief period of instability and please report any issues to staff.
- [Format] Camp kit menu component
- [Fixed] Merek spawn types and lairs not spawning accurate mobs - Mantis #8177
- [Fixed] Stability issue in combat manager apply damage
- [Fixed] Stability issue with zone object range check
- [Fixed] "unarmed" weapon in primary or secondary slot of mobile template now correctly assigns default weapon to that slot to enable melee attacks
- [Fixed] isNearBank now accounts for bank terminals in faction bases and structures, with parent ID checks to ensure same cell
- [Modified] Lights to only extinguish upon being picked up
- [Fixed] Testing variable overwriting base value for light lifespan
- [Added] Affector road use for proper procedural terrain heights
- [Fixed] Stability issue with updatePlayersInShip
- [Fixed] Stability issue with broadcast combat action
- [Fixed] Random ship launch positions exceeding zone limits
- [Fixed] Starship crafting tools not start due to improper JTL config check
- [Fixed] Ship transform callback position scale
- [Modified] Shuttle zone component to only delay shuttle task when server is loading - Mantis #8760
- [Fixed] Mechanism quality for droid storage compartment to use proper usemodifier attribute - Mantis #8868
- [Fixed] getInRangeSolidObjects for navarea generation should properly ignore light objects
- [Added] Missing functionality for already dueling, reject and cancel challenge - Mantis #8142
- [Added] No duel active area flag
- [Modified] Other active area types to use bit flags
- [Added] Candle and lamp lifespan attribute and functionality - Mantis #8979
- [Added] Nebula lightning strike collision and damage
- [Modified] Clang format to indent switch case labels
- [Fixed] Lugjack gambling now continuing when player selected one credit bet - Mantis #8900 ...
- [Fixed] lLgjack menu not refreshing when bet is place
- [Fixed] Lurking shear mite to have scaley hide creature resource - Mantis #9009
- [Fixed] Players invisible on vehicles to players inside public or static structures due to the mounted player being sent before the parent vehicle - Mantis #8479
- [Fixed] Extra application of dead eye bonus in combat manager - Mantis #9007
- [Fixed] Ship agents aggroing from their threat map
- [Added] AIship turret weapons functionality
- [Added] Rotation and acceleration variables to AIship transform
- [Modified] Naming convention of CreatureFlag to ObjectFlag to fit its use on all objects
- [Added] Position update observer to also apply to conversations in space to prevent conversations continuing when out of range
- [Added] Repair option to space stations
- [Added] Ship decay upon repair
- [Fixed] Handling of space comm task
- [Fixed] Ship agent attackable and aggressive checks to return false towards same faction
- [Fixed] Ship agents failing to engage targets properly
- [Updated] Ship agent template for pvpStatusBitmask
- [Modified] Aggressive checks to use abstraction and tangible object argument
- [Fixed] Player in ships sending themselves their own attackable flags
- [Added] Ability to name player ship from control device radial
- [Added] Missing yt-1300 loot box
- [Fixed] Space in sui input box when no default input is given
- [Fixed] POB child objects showing interior manipulation options
- [Fixed] Ship permissions list failing to update due to merge issues
- [Modified] Ship object types and parentage of ship agents
- [Updated] Ship templates to have proper object types
- [Modified] Creation of ships to be split for ship agents and player ships
- [Fixed] Typo in coa3 rebel coordinator convo blocking progression
- [Fixed] Issues preventing server shutdown
- [Fixed] Wrong Y-wing set as multipassenger ship
- [Fixed] Issues with hyperspacing in multipassenger ship
- [Added] Ship container component
- [Fixed] Ship members sendTo for themselves when inserted
- [Added] Launching with group member into multipassenger ship
- [Added] Multipassenger ship object type and class
- [Modified] Naming convention for ship type function calls
- [Modified] Object type of fighter ship
- [Added] multipassenger ship object type and class
- [Fixed] Issue with fast travel and landing locations
- [Added] Checks when attempting to land on disabled ground zone
- [Added] Addition error information when max depth is reached on root parent
- [Added] Basic loading of nebulas from client files
- [Added] Nebula areas to space zone
- [Updated] Some ship functions to use the members on board list for updates
- [Fixed] Hysperspace to not properly transferring ship to new zone
- [Added] Hyperspacing for POB and multipassenger ships
- [Added] Handling for zone updates for players onboard ships
- [Fixed] Players on POB ships not seeing zone updates when in a slotted position
- [Fixed] Players onboard ships not receiving create projectile message unless they were pilot
- [Modified] Launching ships into space to function cleaner
- [Fixed] World position returning improperly for players in ships
- [Fixed] Ship control device destruction from character deletion with players still on board
- [Fixed] Player relogging while inside a ship causing them to be transferred inproperly back into their parent
- [Added] Active area management in octree
- [Added] Space active area
- [Added] Cuboid and sphere active area shapes
- [Fixed] Inspect command causing out of bounds error
- [Added] Ground zone object class
- [Updated] Zone function calls to be abstract functions
- [Fixed] Faction pets will now store in 60 seconds rather than immediately
- [Fixed] Stability issue when a player connects during a save and owns a ship
- [Fixed] Ship component installation from factory crates
- [Fixed] Ship mass display on POBs
- [Fixed] Checks for pilot, operations and turrets if they are occupied before attempting to transfer in the player
- [Added] Faction, parent and range checks for pub slotted positions
- [Fixed] Booster and hyperspace commands not functioning for POBs
- [Fixed] Stability issue with lua spatial chat
- [Fixed] Stability issue in board shuttle command
- [Fixed] Stability issue when player is killed onboard a POB ship
- [Fixed] Assembly skill for light blaster weapon variations
- [Fixed] Skill required string on tiefighter chassis token
- [Added] Config flag to prevent launching without use of JTL terminal
- [Fixed] Spatial chat and emotes in POB ship interiors
- [Added] Sorosuub yacht veteran reward
- [Fixed] Stability issue with clearing of space states for ground zone
- [Fixed] Broadcast destroy checking for null ground zone when player is in space
- [Fixed] Unpacked ships not being able to be destroyed
- [Fixed] Stability issue with move furniture command
- [Fixed] Stability issue when an item is transferred into a container in a space zone
- [Fixed] Players not properly being placed at launch location when unloading onboard a ship
- [Fixed] Players with space states when loading into ground zone
- [Fixed] Ship deeds properly creating player ships and control device
- [Fixed] Unpacked ships not being able to be destroyed
- [Modified] JTL enabled config to prevent chassis dealer from giving ship deeds
- [Added] Check to prevent space zones being initialized as ground zones
- [Fixed] Player desync upon leaving ship station
- [Added] Check to prevent vendors being dropped in POB ship
- [Added] Check for ship to have a reactor and an engine before travel can be used
- [Fixed] YKL turret ladder causing players to get stuck when leaving the ship station
- [Fixed] Placement of YT1300 turret ladder
- [Fixed] Stability issue with ship update transform
- [Updated] Proper prices for chassis dealer ship deeds
- [Added] Ship chassis dealer deed sales
- [Added] RegEx patterns to name manager filter list - Mantis #8021
- [Fixed] Items disapearing from toolbar - Mantis #3722
- [Fixed] Crackdown scanners moving too quickly when engaging a scan target
- [Added] Wild scan probots to move away from player before taking off
- [Fixed] Coa3 warehouse guards failing to spawn
- [Fixed] Agent scare failing due to not applying the flee delay
- [Fixed] Chance for creatures to leash when patrolling in herd formation
- [Fixed] Creatures not going back into herd formation after respawn
- [Modified] Agent weapon destruction on death to reduce chance for player to appear to have looted a weapon - Mantis #8984
- [Fixed] BE pets with multiple color palettes having their hue set to default instead of chosen value
- [Fixed] Colorization from BE crafted pet not applying when tamed
- [Fixed] Stability issue with pet store
- [Fixed] Bazaar auctions not expiring between reboots - Mantis #6541
- [Modified] BE pet level calculation
- [Fixed] Missing resources from hopper after resource depletion - Mantis #8944
- [Tweaked] BE pet level calculation
- [Modified] Generational sampling to better calculate values from sampled BE creature
- [Fixed] Endurance calculation for all BE DNA samples - Mantis #8919
- [Fixed] Vitality not effecting pet health modifier - Mantis #8983