- [X] Fixes NPE from account tags.
- [X] Fixes bad skill check due to missing cast to double.
- [X] Fixes water elemental duration.
- [X] Standardizes spell summon duration by expansion.
* Removes scaled speed by dex for monsters
* Changes scaled speed by dex for pets (HS+ expansion) to be 400ms -> 100ms between 50 -> 200 dex
* Removes speed changes that were broken for various mobs
* Combines "Legacy" speed and renames the class to `NPCSpeeds`
* Creates speed "classes" (slow, medium, fast, very fast)
* Introduces a new overridable property `SpeedClass`. Register a new speed class using `NPCSpeeds.Register()` and then set the speed class to bulk/mass apply speeds.
Order of speed determination:
1. SpeedMod
2. SpeedClass property (not null)
3. SpeedClass entry in Data\npc-speeds.json for that type
4. "Fast" (200ms Active, 400ms Passive)
* Adds the following configurations:
* `movement.delay.npcMinDelay` - 0.1 - Pets or Non-monster NPCs
* `movement.delay.npcMaxDelay` - 0.4 - Pets or Non-monster NPCs
* `movement.delay.monsterMinDelay` - 0.4 - Non-pet Monsters or NPC vs Player Combat
* `movement.delay.monsterMaxDelay` - 0.8 - Non-pet Monsters or NPC vs Player Combat
* `movement.delay.monsterMinDex` - 150 - Dex maximum for delay by dex
* `movement.delay.MinDex` - 190 - Dex maximum for delay by dex
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
- NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.
Bumps release version