* Core/MMAPs: Adjust walkable climb Adjust walkable climb as recast using walkableClimb also to find the poly from a position, giving priority to polys that are below the position but closer than walkableClimb. * Temporarily disable static collision (the whole check should be removed) * Core/Spells: removed deprecated mmap path check for TARGET_DEST_CASTER_FRONT_LEAP * Core/Objects: allow flying units to use the helper as well (flying units casting radius based spells) * Code refactor * Handle raycasts that end in a point with no height in the mmap mesh as PATHFIND_NOPATH * Walk back a bit from raycast hitpoints as sometime the 2D result point is outside of the polygons due to floating point errors. * Remove whitespace * Revert4a197ba22aas a raycast point path should have the Z retrieved with getPolyHeight(). Raycast will only return a 2-point path with Start and Hitpoint/End * Cleanup PathGenerator raycast case * Fix PathGenerator raycast broken if start and end are on same poly. Fix PathGenerator raycast broken if no wall is hit. Remove unused case of using raycast with an existing previous path (can be added back properly if needed). Remove forcing poly length to 2 when we actually have already the right number. * Use closestPointOnPolyBoundary on the second try of finding a point on poly for raycast. Note that in this case the mesh height is not used which might cause issues. The poly boundary height will be used instead. * Handle cases where getPolyHeight() fails because the point is on polygon border (and caused by floating point imprecision) * Add far from poly flags * Set PATHFIND_INCOMPLETE in raycast case if startFarFromPoly or endFarFromPoly * Fix blink close to walls with no valid polygon behind the wall * Require to re-extract mmaps Co-authored-by: Ovah <dreadkiller@gmx.de> (cherry picked from commitc0b75bf40d)
TrinityCore (master)
- Build Status
- Introduction
- Requirements
- Install
- Reporting issues
- Submitting fixes
- Copyright
- Authors & Contributors
- Links
Build Status
| master | 3.3.5 |
|---|---|
Introduction
TrinityCore is a MMORPG Framework based mostly in C++.
It is derived from MaNGOS, the Massive Network Game Object Server, and is based on the code of that project with extensive changes over time to optimize, improve and cleanup the codebase at the same time as improving the in-game mechanics and functionality.
It is completely open source; community involvement is highly encouraged.
If you wish to contribute ideas or code, please visit our site linked below or make pull requests to our Github repository.
For further information on the TrinityCore project, please visit our project website at TrinityCore.org.
Requirements
Software requirements are available in the wiki for Windows, Linux and macOS.
Install
Detailed installation guides are available in the wiki for Windows, Linux and macOS.
Reporting issues
Issues can be reported via the Github issue tracker.
Please take the time to review existing issues before submitting your own to prevent duplicates.
In addition, thoroughly read through the issue tracker guide to ensure your report contains the required information. Incorrect or poorly formed reports are wasteful and are subject to deletion.
Submitting fixes
C++ fixes are submitted as pull requests via Github. For more information on how to properly submit a pull request, read the how-to: maintain a remote fork. For SQL only fixes, open a ticket; if a bug report exists for the bug, post on an existing ticket.
Copyright
License: GPL 2.0
Read file COPYING.
Authors & Contributors
Read file AUTHORS.