Splits BarkeeperGump (DynamicGump) into two StaticGump<T> variants selected by body type — Human (modifiable appearance) and NonHuman (no appearance/gender controls). Each variant gets its own cached static layout via a CRTP base; dynamic per-instance text (rumor messages, keywords, tip message) is filled via slot placeholders in BuildStrings.
Moves PlayerBarkeeper, BarkeeperGump, and BarkeeperTitleGump into a dedicated Mobiles/Vendors/Barkeeper/ folder.
Pulls the Back button on the appearance-categories page out of the ModifyAppearance branch so non-human barkeepers no longer hit a dead end on that page.
## Summary
Migrates five legacy `Gump`-derived UI dialogs in the NPC and Skill domains to the modern `DynamicGump` builder pipeline. All five gumps were chosen as `DynamicGump` rather than `StaticGump<T>` because their layout shape varies per instance, and several of them carry per-instance localization numbers (cliloc IDs) that the static cache cannot bake (see CLAUDE.md gump-system rule and `dev-docs/gump-system.md`).
Per-gump rationale:
- **`TownCrierGump` (`Mobiles/Townfolk/TownCrier.cs`)** - DynamicGump. Announcement count varies, expiration text is rebuilt per render via `ValueStringBuilder`, and one button per entry is emitted in a loop.
- **`ClaimListGump` (`Mobiles/Vendors/NPC/AnimalTrainer.cs`)** - DynamicGump. The pet list and resulting background/alpha-region heights vary per stabling player.
- **`AnimalLoreGump` (`Skills/AnimalLore.cs`)** - DynamicGump. Page count itself varies (3 pages pre-AOS, 5 pages on AOS) and several `AddHtmlLocalized` calls use cliloc IDs computed from per-creature data (loyalty rating `1049595 + c.Loyalty / 10`, food preference, pack instinct), which violates the StaticGump cliloc-bake rule.
- **`DisguiseGump` (`Items/Skill Items/Thief/DisguiseKit.cs`)** - DynamicGump. Page count and entry order shift on `from.Female`, `Body.IsFemale`, and `startAtHair`.
- **`CommentsGump` (`Gumps/CommentsGump.cs`)** - DynamicGump. Comment list and pagination depend on `Account.Comments` size; the title label encodes the variable account username string.
All five are now `Singleton => true`, have `private` constructors, and expose static `DisplayTo(...)` entry points that validate prerequisites before constructing - guaranteeing no empty gumps (CLAUDE.md Sec.13). All internal refresh paths (prompts, `OnDoubleClick`, command handlers, target callbacks) were updated to call `DisplayTo` rather than `new XGump(...)`. Legacy `m_`-prefixed fields renamed to `_camelCase` (CLAUDE.md Sec.12), and `DisguiseEntry`'s `m_`-prefixed public readonly fields converted to PascalCase auto-properties. `OnResponse` signatures updated to `in RelayInfo info`. No external callers needed updating - all `new XGump(...)` sites lived inside the same files.
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!
### Summary
* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry
## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
### Summary
- Fixes infinite loop with binary file writer
- Removes extra buffer copying with binary file writer
- Removes storing type counts during world save file writing
- Fixes display cache self-deletion warning during world load
### Summary
TLDR - .NET Framework rounded TimeSpan (and some DateTime) methods to the nearest millisecond. This was actually _expected_ accidentally for parts of RunUO.
We are aiming to fix this and clean up some other bad assumptions.
Closes#1604
### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
## **MAJOR CHANGE**
* `Stabled` has been moved to `PlayerMobile`.
* New methods added, `PlayerMobile.AddStabled` and `PlayerMobile.RemoveStabled`.
* Added `PlayerMobile.AddFollower` and `PlayerMobile.RemoveFollower`.
* `Stabled`, `AutoStabled`, and `AllFollowers` are now `HashSet` and **_CAN BE NULL_**.
### Summary
* Fixes monster abilities causing harm to the monster through reflect
* Adds `CanTriggerAgainstSelf` to override this for healing or some other self-affecting ability
* Fixes a major memory leak where `UnsummonTimer` from animated dead spell lasts up-to 24hrs and therefore holds onto references of dead/deleted mobs.
* Fixes another minor leak where a mob is not unregistered from the animated dead spell list until the next spell cast.
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.