### Summary
This PR transitions the spawner system from a simple radius-based model to a flexible 3D boundary system.
### Core Changes
* **Replaced `HomeRange` with `SpawnBounds`**: Spawners now use a `Rectangle3D` to define spawn areas instead of a circular integer range.
* **Backward Compatibility**:
* The `HomeRange` property remains as a helper that generates square `SpawnBounds` centered on the spawner.
* Included a migration path (v10 to v11) that automatically converts old range data into new bounds during deserialization.
* **Dynamic Bounds Shifting**: If a spawner is moved, its `SpawnBounds` will automatically shift with it, provided the bounds are currently configured as a centered square.
* **New Spawn Logic**: Added `SpawnLocationIsHome` toggle. If enabled, spawned mobiles treat their exact spawn coordinates as their "Home" rather than the spawner's location.
### Implementation Details
* **Interface Updates**: Updated `ISpawner` to include `WalkingRange`, `SpawnBounds`, and `IsInSpawnBounds()`.
* **UI Enhancements**: The Spawner Controller Gump now displays "Custom" for complex bounds and allows copying of the new boundary properties between spawners.
* **Refactored Constructors**: Streamlined `BaseSpawner`, `ProximitySpawner`, and `RegionSpawner` constructors to support the new data types.
New Jail System for MUO
----------------------------
Commands:
[jail [player] [reason] - Jail with time escalation per offense (5 to 120 minutes, GM only)
[unjail [player] - Manual release from jail regardless of time (GM only)
[jailinfo [player] - Check jail status and history (GM only)
[jailrecord - Checks their own jail record stats (player access)
Jail/Unjail can be found in the client view of a player in Admin Gump

Jail record gump, invoked with [jailrecord (30 second cooldown)

### Summary
* Added World.NewVirtual for creating virtual serial numbers
* Reserved range 0x7EEEEEEE to 0x7FFFFFFF for virtual serials
* Hair and Facial hair (for mobiles) now use virtual serials instead of FakeSerial() functions
* Consolidated virtual hair to a single `VirtualHairInfo` class.
Corpse hair and facial hair now persists across save/load and hair and facial hair no longer teleport to newest corpse.
### Summary
Converts ethics system to entity persistence and removes the persistence item.
### TODO
1. The enable/disable toggle doesn't propagate to all code that does Ethics checks (notoriety, pvp, etc).
2. We need commands to remove them from an ethic.
> [!Warning]
> **Developer Warning**
> The `PacketThrottle` callback return value is now reversed. `true` indicates the connection is _throttled_.
### Summary
- Fixes an issue where connections get stalled forever
- Fixes an issue where the throttler is not working properly
- Removes account attack limiter
- Rewrites IP limiter
- Removes IP restrictions (they weren't used, and not practical)
- Fixes issue where IP limiter was counting before firewall was blocking.
View without whitespace:
https://github.com/modernuo/ModernUO/pull/1796/files?diff=split&w=1
### Summary
* Adds contributors/sponsors to the "staff" list for holiday items.
* Unifies all of the staff lists
* Moves 2004 winter gifts to the appropriate folder
* Codegens the gift items
## Thank you!
Thank you to the RunUO/ServUO community, Owyn, Jaedan, the Outlands community, and the ModernUO contributors/community. Without all of you, this would not be possible! ❤️
### Summary
- Fixes some serialization issues with spell items
- Fixes accessibility issues with field spells and removes the awkward "InternalItem" concept
- Codegens the fields/items used in spells
### Summary
- Adds some more checks in case a corpse's owner is somehow null. Would like to eventually allow null owner corpses, but more work is needed.
- Cleans up variable unboxing and reassignment in quests. Also flattens quest logic. Still more work needs to be done.
- Codegens more quest items/mobiles.
### Summary
- Fixes usernames not being `Intern`ed
- Reverts methods related to getting accounts from returning `Account` to `IAccount`.
- Makes `IAccount` also `ISerializable`
- Adds `IGenericReader.ReadAccount()` and `IGenericWriter.Write(IAccount)` -> The read method supports the original serialization of username, and using `IAccount.Serial`. The write method only serializes the `Serial`.
- Exposes `ReadStringRaw()` to allow some advanced scenarios.
### Summary
Adds a generic entity persistence. This can be used to create new entity types that have a `Serial`.
Here is an example:
```cs
public class BOBEntries : GenericEntitySerialization<IBOBEntry>
{
public static void Configure()
{
Configure("BOBEntries");
}
}
```
The annotation tells the system what folder to serialize the entries to. The class/interface (`IBOBEntry`) is the root type that implements `ISerializable`.
## Overhaul to Stamina (Overweight) System
### Added configurations
```json
{
"settings": {
"stamina.enableMountStamina": "True",
"stamina.cannotMoveWhenFatigued": "True",
"stamina.stonesPerOverweightLoss": "25",
"stamina.stonesOverweightAllowance": "4",
"stamina.baseOverweightLoss": "5",
"stamina.additionalLossWhenBelow": "0.1",
"stamina.mountLastMoveStepsReset": "01:00:00:00",
"stamina.enableMountStamina": "True",
"stamina.useMountStaminaOnlyWhenOverloaded": "False",
},
}
```
- `stamina.cannotMoveWhenFatigued` - By default, Pre-AOS expansions will outright block a player if they are fatigued. A player is fatigued when they run out of stamina by any mechanism.
- `stamina.stonesPerOverweightLoss` - The amount of stamina lost for every X stones above overweight. Example, if a person is overweight 28 stones overweight, then there there is 1 additional stamina. 28 / 25 = 1 (no decimals, no rounding)
- `stamina.stonesOverweightAllowance` - The number of stones allowed before overweight penalties take affect. This _does not_ substract from the overweight stones calculation.
- `stamina.baseOverweightLoss` - The base amount of stamina loss for being overweight. While running, the final amount is multiplied by 2. If mount stamina is turned off, then the final amount is divided by 3 while mounted.
### Mount stamina
Mounts have a new property `StepsMax` to determine the maximum steps they can take before being fatigued. To regain steps, the player _must stay on the mount and not move_ (per OSI). The gain rates are configurable. If a mount is dismounted, or the player logs off, the mount is considered inactive and mounts regain all of their steps after _24 hours_.
### Changes to player stamina
Players now have a proper inactivity time reset for their steps. If a player is idle for 16 seconds (including logging off, or the server being offline), then the steps counter is rest.
### Developer Notes
- `StepsTaken` - This field has been removed. It was not serialized and could not be used reliably. If a developer was using it, then the recommendation is to build a mechanism to track total steps another way.
- `IHasStamina` - This new interface was added and currently `IMount` and `PlayerMobile` are valid types.
Important: Entities that are sent to the StaminaSystem for tracking (mounts, players, or something else), must be an `ISerializable` to be serialized properly. If they are not, then the serialization system will record a null, and nothing will be deserialized upon world load. No errors will be given.