* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
* updates: https://github.com/TrinityCore/TrinityCore/issues/24067
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
(cherry picked from commit 2d948d3366)
* Game/SmartScripts: Reset counter in SAI only on Initialize.
* Game/SmartScripts: Reset counter in SAI only on Initialize.
(cherry picked from commit 4f52f7d7c9)
* Update SQL queries to insert realm id
* Insert the realm id when logging actions based on IP
* Adding the SQL update file
* Update 9999_99_99_99_auth.sql
* Update auth structure
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 56f20d69a6)
* creature knockbacks will no longer generate a full path but instead only use a destination point to reflect sniff data
* calculate the destination by using a mmap raycast instead of using a mmap path which had the chance of creating weird movements when GetNearPosition failed to get a proper collision point (knocking arround a tree for example or just somewhere it should not go at all)
(cherry picked from commit cfd63c350f)
* Add some comments to Player::CanStoreItems to help me wrap my head around how the method works.
* Experimental fix for incoming trade-stack problem.
* Only add to stacks that aren't already full.
* Use remaining_count instead of static 1.
* Remove debug logging from exploration.
* More uses of remaining_count for consistency.
* Correct space count check
* Correct overflow problem.
* Remove redundant check, handled in existing for statement.
* Store Item pointers in order to be able to merge in multiple incoming stacks.
* Build fix - was continually working locally, but failing in CI.
* Break build in order to keep PR focused on Player.cpp changes.
* Adjust phrasing of how arrays are initialized.
* Fix phrasing of comments to avoid sounding like a ToDo item
* In the spirit of b649273d5f, rephrase an old comment to be a statement rather than a question.
(cherry picked from commit e11a13c755)
- use RATE_DURABILITY_LOSS_ON_DEATH for death from falling
- add note, that RATE_DURABILITY_LOSS_ON_DEATH doesn't change log message
(cherry picked from commit a1831e0c1e)
Co-authored-by: MitchesD <majklprofik@seznam.cz>
(cherry picked from commit e1a8ebc064)
* UBRS: Improve Pyroguard Emberseer script
* Remove whitespaces
* More whitespaces removed
* Addressing change requests
Removed cast from constructor
Removing unused member field
* That should be the last white spaces
* Forgot to remove the declaration
* Update boss_pyroguard_emberseer.cpp
* Add break to For loop
* War on white spaces
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit c3037c3563)
* Core/Pooling: Remove respawn times from the database when despawning a pool
Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database.
* Remove respawn time of active pool objects even if they are not spawned
(cherry picked from commit 4f33fd3932)
* Core/SAI: Allow SMART_TARGET_ACTION_INVOKER to target GameObjects
* Include new Coalesce(..) template by @Shauren
(cherry picked from commit 90b00288c2)
* dropped unneeded IsUnderwater override for players since the default position data update considers collision height already so we don't have to rely on that tempfix anymore. This actually fixes breathing bars showing up depending on your characters size (gnomes get their breathing bar earlier, taurens later etc)
(cherry picked from commit bea850fb73)
* Added the ability to use TLS when connecting to a database.
* Trying to kickstart CI checks
* Revert the kickstart change
Co-authored-by: myuzhobcplidtkieno <myuzhobcplidtkieno@github.com>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit ae553f8966)