### Summary
- Moves `CharacterCreated` event to UOContent using code generated event _CharacterCreatedEvent_.
- Moves `TargetByResourceMacro` event to UOContent using code generated event _TargetByResourceMacro_.
- Moves `GameLogin` event to UOContent using code generated event _GameLoginEvent_.
- Moves `ServerList` event to UOContent using code generated event _ServerListEvent_.
- Streamlines ProfessionInfo
> [!IMPORTANT]
> **Developer Note**
> Custom scripts that use any of these event sinks will need to be updated to use the new code generated events.
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
### Summary
- Generalizes the On/Off toggle items concept
- Updates the OnOffGump so it is static
- Standardizes OnOff items so they can be used by staff
### Notes
Decided to not fix#1417 because it is not clear that the clilocs or errors are for that purpose. Can't test this on OSI anyways.
## MAJOR CHANGE (API BREAKING)
Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.
### Motivation
The motivation was also two-fold, performance/stability, and to fix bugs.
First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.
Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.
### Major API Changes
- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.
### Screenshots
<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
## MAJOR CHANGE (API BREAKING)
Added a player murder system to facilitate reporting murders. This should make it easier to extend to create a bounty system or other related game content. Player murders will be saved in a folder called _PlayerMurders_.
### Motivation
The motivation was two-fold, performance, and bug fixes.
First, murders are one of two systems that do a pre-world-save check on _every mobile in the game_ to decay kills and set their expiring murders. This is taxing since it freezes the world and makes world saves take longer. Every mobile has ShortTermMurders even though it is a player concept. And next, 90%+ of players are not murderers but had an ever increasing MurderElapse time that was being tracked against GameTime. These properties were also serialized unnecessarily for all mobs.
Second, when I tried to optimize/refactor the code, it was obvious that the system has bugs.
### Major API Changes
- [X] Created a player murder system and moved `ShortTermMurders`, `ShortTermElapse`, and `LongTermElapse` to the system.
- [X] Added convenience property `PlayerMobile.ShortTermMurders`.
- [X] Added convenience properties `PlayerMobile.ShortTermMurderExpiration` and `PlayerMobile.LongTermMurderExpiration`
- [X] Moved ReportMurdererGump.cs
- [X] Adds an `EventSink.PlayerDeleted` event.
### Notes
The system currently does not support NPCs. To support expiring murders on NPCs I highly recommend a different architecture for large servers (500k+ mobs including players). Specifically switching from looping through all MurderContext to a time-order link list.
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
- [X] Adds better diagnostics for world saves.
- [X] Adds world save stats.
- [X] World now saves to a temporary folder.
- [X] Backups are now stored by timestamp.
- [X] Backup is now made after the world save.
- [X] "Saves" folder is now configurable.
- [X] Temporary folder is now configurable.
- [X] Backups folder is now configurable.
- [X] Removes all save strategies
- [X] Removes duplicate file writer that won't be used
- [X] Removes persistence (it will become a duplicate system)
- [X] Add a save position variable to skip serializing a clean item/mobile
- [X] Update Guilds/Accounts to be IEntity types
- Because guilds are abstract, this may make serialization tricky.
- [X] Update the generalized IEntity writing
- [X] Update the load/save to write to buffers then to files in background
Bumps release version
- [X] Fixes crash from chat and newer clients
- [X] Fixes issue with fake names being used
- [X] Fixes potential issue with RawName being null
- [X] Adds chat to modernuo.json settings
- [X] Removes old chat
- [X] Removes chat event sink since it probably isn't needed.
Bumps release version