## Summary
Adds authentic **T2A-era (pre-UO:Third-Dawn) packet-based crafting menus**, enabled via the **`t2aCraftMenus` server setting** (read once at startup; default **`!Core.UOTD`**, so a pre-UO:TD shard gets them automatically). When enabled, double-clicking a crafting tool opens the classic `0x7C`/`0x7D` item-list menu — skill- and material-filtered — instead of the modern gump, covering all 8 tool/skill crafts (blacksmithy, tailoring, tinkering, carpentry, alchemy, bowcraft/fletching, inscription, cartography). It is **not** a runtime/admin-flippable feature flag.
This is the **definitive, reconciled** branch and **supersedes**:
- **#2181** (Delphi — `T2A_CraftingMenus`): the original effort.
- **#2381** (Jack/UOLL — `t2a_crafting_menus`): the research-grounded superset (Delphi's base + 12 corrections), rebased onto current `main`.
Original authorship is preserved across the cherry-picked history: foundation commit **@Delphi79**, mechanic fixes **@jackuoll (Jack Ward)**, reconciliation/fixes/docs mine.
## How it was built
1. Cherry-picked Jack's 13 commits onto current `main` (superset of Delphi's; only 2 trivial FeatureFlags conflicts).
2. Applied targeted fixes (below) with tests.
3. Full convention audit, build, and test pass.
Grounded in independent historical research plus Jack's deep dive. Maintainer reference: `dev-docs/t2a-crafting.md`.
## Mechanics (highlights)
- Double-click tool → target resource → skill/material-filtered menu → craft. Resource pre-selection per skill; make-last by targeting the tool.
- **Stacked-gem jewelry:** target a gem stack → the **full stack** is consumed and the piece is named by count ("a 1000 diamond ring"); count persists (`BaseJewel` serialization **v4 → v5**, new `_gemCount`).
- **Tool-less inscription & cartography** (skill-list invoked; no pen/sextant); inscription consumes reagents+scroll on success and failure, mana only on success.
- **Tailoring matching-hue consumption:** targeting hued cloth/leather consumes only that hue. Crafted items take color from their **`CraftResource`** (not the dyed hue), so dyed leather/cloth don't tint the product; in T2A only colored ingots/ore color items (metal armor/shields).
- **Half-resources on failed non-scroll crafts** (pre-UO:TD).
- **Maker's mark** always prompted for exceptional items, via the shared `QueryMakersMarkGump`.
- Server-side menu infra changes are additive (`ItemListEntry.CraftIndex`, `Entries` setter, `HasSent`).
## Notable changes on top of the cherry-pick
- **Toggle is a startup server setting, not a feature flag.** Removed `ContentFeatureFlags.T2ACraftMenus` (and its admin-flippable plumbing); the value is read once via `ServerConfiguration.GetSetting("t2aCraftMenus", !Core.UOTD)` into `T2ACraftSystem.Enabled`. Since the default tracks the era and it can't be flipped at runtime, there's no incoherent "menus-on / UO:TD-era" state.
- **Stacked-gem consumption (B3a/B3):** consume the full `PendingGemCount` (was deliberately consuming 1 while naming by the stack), null-safe gem type, plain-piece fallback + message. New `T2AJewelGemCraftTests`.
- **Convention audit:** `new List<Item>()` → `PooledRefList<Item>` on the hue-aware consume path; removed dead code.
## Decisions & deviations
- `make-last` kept as **QoL** (post-T2A gump-era feature).
- `half-on-failure` (non-scroll) kept as a **reconstruction** (not OSI-confirmed).
- **Stacked-gem** behavior set per shard authority (overrides the "single gem" reconstruction).
- **Cooking** out of scope (no T2A crafting menu existed for it).
- **No colored items from dyed materials:** crafted color comes from the `CraftResource` type. Pre-AOS leather has no colored variant, so leather is always uncolored; weapons retain resource color only in AOS+ (unchanged, intended).
## Test plan
- Automated: `dotnet build ModernUO.slnx -c Debug` clean; `dotnet test Projects/UOContent.Tests` → **421 passed** (incl. 3 new jewelry tests).
- Manual (needs a running T2A shard + client):
- [ ] Each of the 8 skills opens the correct menu; empty-menu guard fires.
- [ ] Make-last repeats the last craft (jewelry re-prompts gem).
- [ ] Jewelry consumes the full targeted gem stack and names by count.
- [ ] Cartography consumes blank maps only with T2A enabled / maps+scrolls when disabled.
- [ ] Tailoring consumes only the targeted-hue material; crafted items are not tinted by dyed cloth/leather.
- [ ] Maker's-mark prompt on exceptional.
- [ ] Failed non-scroll craft consumes half resources.
- [ ] Inscription: reagents+scroll on success/failure, mana only on success.
- [ ] T2A disabled: gump crafting unchanged.
## Credits
Co-authored-by: @Delphi79
Co-authored-by: @jackuoll
> [!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.
## Changes
- [X] Adds OPL convenience methods
- `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
- `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.
## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
## 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.
- [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