* Renames constructable to constructible
* Fixes project references.
* Fixes BaseEquippableLight file name
* Replaces payed with paid.
* Fixes various other spelling errors
The health bar status updates do not require prerequisite checks as they use flags within the packet to determine the proper state of being yellow or green or both.
* This issue is responsible for causing client crashes when logging out, one of the signs is the sound of your backpack closing multiple times.
* Fix prevents multiple calls to subsystems such as the trade window, which had the potential to dupe items when returning them to the trade partner.
* Credit goes to UO:Revealed (www.uorevealed.com) for reporting the circumstances which lead to the fix, which seems to have been an overlooked issue for a very long time.
* Scripts project assembly name changed to "Scripts.CS" and build output targets the "Scripts/Output/" directory to mimic RunUO's ScriptCompiler behaviour.
* Removes the risk of inconsistency [warnings] generated by timers that tick with handlers that modify World.Items and World.Mobiles during I/O.
+ Update description of Core.TickCount.
* HttpListener will serve the status page to a URI in the format of http://<shard-ip>/status/
* Port 80 may need to be white-listed for external requests to be served.
+ Core housekeeping, converted some for-loops to foreach-loops.
+ Reimplementation of Core.TickCount using only native .NET Stopwatch.
* Stopwatch actually wraps the QueryPerformanceCounter method to get its result and can also be used to determine whether HRT is supported.
- Removed SafeNativeMethods DLLImport for QueryPerformanceCounter.
+ Added Core.GlobalUpdateRange to define a constant standard range used in many calculations throughout RunUO.
* The value '18' in a range context is hard-coded in many places, this new property will eventually be used to replace those usages.
* Can be enabled or disabled by setting the static property 'Enabled' to true or false (disabled by default).
* Uses single-list caching for movement operations instead of multiple caches depending on direction.
* Uses deferred Linq queries to process high volumes of items in collision detection only when necessary.
* Reduces movement lag for all Mobiles, including players, even with thousands of on-screen Mobiles and Items.