*visibility updates and ai relocations processed simultaneously for each grid
*these operations now are not synchronized for different grids
*some changes into structure of visibility notifiers
--HG--
branch : trunk
* Credits (in no particular order) to:
* n0n4m3, raczman, manuel, Spp, Malcrom, Teacher, QAston, Tartalo,
* thenecromancer, Xanadu, Trazom, Zor, kiper
* Additional credits to:
* TOM_RUS and NoFantasy from MaNGOS
* Thanks for testing Aokromes and XTElite1
* SoTA still needs some work, but is very playable (huge thanks to raczman and
* kiper)
* To upgrade, you need to apply all SQL from sql/updates/3.2.2a_old from the
* last rev you are on
* and then apply all SQL from sql/updates/3.3.2_old to char / realmd / world
* DBs
* Known problem with guild banks.
--HG--
branch : trunk
grid containers doesn't contains guid keys, so guid parameter is useless,
removed find functions(anyway result of search would be null always)
--HG--
branch : trunk
** It was wasting CPU power as cell-level locking is not needed.
** Our multithreading is on map-level, not cell-level.
** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
** Some minor cleanup in Cell::Visit/Map::Visit.
--HG--
branch : trunk
Use this auto_ptr for every DB queries(except QueryNamedResult yet).
This patch guarantees NO memory leaks from QueryResult pointers.
Thanks to raczman for the idea and for the helping to make this patch.
--HG--
branch : trunk
-added ScriptMgr for loading scripts
-removed bindings
-moved script system to src/game
-moved scripts to src/scripts
-VC project files updated
-cmakes updated (not 100% done yet)
NOTE to Devs:
-file locations changed
-precompiled renamed to ScriptedPch
-ecsort_ai renamed to ScriptedEscortAI
-follower_ai renamed to ScriptedFollowerAI
-guard_ai renamed to ScriptedGuardAI
-simple_ai renamed to ScriptedSimpleAI
-sc_creature renamed to ScriptedCreature
-sc_gossip renamed to ScriptedGossip
-sc_instance renamed to ScriptedInstance
*use the new headers in scripts, thank you
NOTE to ALL:
cmake not fully tested, please report any errors with it
could make creashes, incompability
USE AT YOUR OWN RISK before further tests!!
--HG--
branch : trunk
player with incorrect coordinates wouldn't be added into map,
fixed problem that sometimes grid not marked as active even with players inside
--HG--
branch : trunk
Original Timer.h divided into 2 parts. Shared project has no need to know about GameTime Singleton.
2 Identical structures with different types are now replaced with one generic templated structure and 2 typedefs.
--HG--
branch : trunk
*No longer disregard z/o in Map::CreatureRelocation, thanks Sisif
*Cleanup, and make Divine Storm default to m_caster is no unitTarget is available
*Some mtmaps optimization
--HG--
branch : trunk
*Do some better cleanup on spec switching (should no longer strip away all auras, forcing a relog), unsummon totems, clear combo points, etc.
*Cleanup and optimization.
--HG--
branch : trunk
*[8476] Revert some recent cleanup changes, some other fixes and cleanups. Author: VladimirMangos
*[8489] Fixed player visibility update in case view point different from player itself. Author: SilverIce
*[8493] Avoid unexpected multiply error messages at wrong `quest_template`.`RewSpell*` Author: VladimirMangos
*[8496] Resolve some #include cycles and unsafe code.
* Common.h -> Threading.h -> Errors.h -> Common.h
* Remove reduncdent #include "ByteBuffer.h" in headers
* Remove redundent #include "Auth/BigNumber.h" in headers
* Avoid multyply data copy at use some now dropped functions in BigNumber.
* Avoid copy fixed byte count from byte arrays with unknown real size created from BigNumber.
* Avoid possible problems for build mangos at different platform or compilers. Author: VladimirMangos.
*[8501] Apply code style and cleanups to some Player functions. Author: VladimirMangos.
*[8502] Disable quests related to specific game events at startup if event not active. Also rename member boolean variable. Author: NoFantasy
*[8506] Add check for IsAutoComplete() in SendPreparedQuest().
For cases where quest is repeatable but has Method!=0, QuestDetails must be sent instead of RequestItems.
Some additional code cleanup. Author: NoFantasy
*[8507] Check amount of spawned pools before decrement to avoid unexpected result. Also rename variable to more meaningful name. Signed-off-by: NoFantasy <nofantasy@nf.no>
Thanks to Stryker and onkelz28!
--HG--
branch : trunk