Age | Commit message (Collapse) | Author |
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create a cache entry
(cherry picked from commit 8fa52860ab666c95579f6c44bca26a49f7414b14)
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Also moved some methods of ItemPrototype to .cpp
Thanks to Yehonal for the original patch
Closes #16884
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- restore missing text lines for Sal'salabim and Raliq the Drunk
- replace hardcoded text with DB gossip ID enum sections
- move gossip ID, quest ID, spell ID (and so on) into enum
- remove core script for Ishanah, High Priestess of the Aldor
Closes #16684
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Update SQL files should now be in a sub-folder equal to the current branch name
/sql/updates/auth/*.sql -> /sql/updates/auth/3.3.5/*.sql
/sql/updates/characters/*.sql -> /sql/updates/characters/3.3.5/*.sql
/sql/updates/world/*.sql -> /sql/updates/world/3.3.5/*.sql
This facilitates merges between the version branches
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(#16978)
(cherry picked from commit a4b00886718148dd021871ead5ac8a1e8a64285f)
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(cherry picked from commit 3cd19d3b30e9c22859303c5bb006998201b66e33)
# Conflicts:
# src/server/game/AuctionHouseBot/AuctionHouseBotSeller.cpp
# src/server/game/Handlers/NPCHandler.cpp
# src/server/game/Server/Packets/ChatPackets.cpp
# src/server/game/Server/Packets/NPCPackets.h
# src/server/game/Server/Packets/PartyPackets.h
# src/server/game/Server/Packets/PetPackets.cpp
# src/server/game/Server/Packets/PetPackets.h
# src/server/game/Server/Packets/TicketPackets.h
# src/server/game/Server/Packets/VoicePackets.h
# src/server/game/Server/Packets/WardenPackets.h
# src/server/scripts/Commands/cs_cheat.cpp
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Solution (#16968)
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1) Gluth should be able to eat zombies close to him, one at the time, during the whole fight.
2) Gluth should be able to eat zombies at an accelerated rate after each Decimate.
3) The zombies should put the "Infected Wound" debuff on their auto-attack targets.
4) Zombies should have a normal threat table before decimate and should loose all kind of aggro behavior and walk toward Gluth after decimate.
5) Gluth shouldn't be affected by the decimate damage.
6) Newly poped zombies should have all players in their aggro list as soon as they spawn. So far, they were not moving and were only aggroed by proximity.
7) and several minor fixes (emotes, useless data in db).
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Solve many of the creature falling through floor issues.
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- Clean up of Unit::SetSpeed (mostly cherry picks from the 6.x branch):
- the opcode sent depends on the unit. until now, MSG_MOVE_SET_* were sent for every units which isn't like retail behavior.
- Removed the unused method parameter "forced" from Unit::SetSpeed
- Renamed Unit::SetSpeed to SetSpeedRate
- Removed the unused method parameter "forced" from Unit::UpdateSpeed
- Added utility method Unit::SetSpeed which take the new flat value.
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Entities/Unit: Fix pet-vs-creature aggression checks
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Eliminates edge cases with low values that would round to zero
due to using uint32 in the calculation of sell price and buyout price.
(cherry picked from commit 45ea01fe5ccabb66efa73811d1f10720dd830162)
# Conflicts:
# src/server/game/AuctionHouseBot/AuctionHouseBotSeller.cpp
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This is based on the cmangos fix https://github.com/cmangos/mangos-classic/commit/7556165b3e15f574602fcb0ea4188db8186ccee6
Also correct the spellId of Armageddon spell
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Closes #16959
By @adeutscher
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* Thanks Shauren for the IsDebuggerPresent() hint.
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* I wasn't able to work arround a path which contains spaces,
since it seems like a CMake specific issue.
* Closes #16947
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* Thanks jackpoz for noticing
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* Increases the build time because dependent projects can build
without waiting for the game project.
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other flyby
cameras (sunwell etc).
Requires re-running map extractor to extract camera m2 files from data
files. These are very small.
Closes #4755
Closes #16772
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* This fixes the source change detection in linux.
* Also simplifies the detection of observed modules
* Fixes the script rebuilding on linux
* Escape windows paths to (maybe) fix paths with spaces (#16947)
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* Until most bugs of the dynamic build are fixed
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* Closes #16951
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* Also fixes 2 warnings
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* Broken since 9cc97f226d
* There is still a crash when using lazy unloading which I
will fix in a later commit (this commit should fix at least
the static build and normal usage of the dynamic build).
* Closes #16948
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Closes #6532
By @sirikfoll
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Closes #16931
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* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
(cherry picked from commit 9cc97f226d79e8e0bbe1fdc386ec9f065c0a2226)
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changes.
* is responsible for registering plain modules.
* requires compilation with the `WITH_DYNAMIC_LINKING` flag.
* requires further support of the ScriptMgr.
(cherry picked from commit bc0f2b6e5acd24f414508edb3b826a20a12bce62)
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* Makes it possible to define the linkage for every module
* Move the ScriptPCH into the root directory
* Changes the SCRIPTS cmake variable to a string type:
-> -DSCRIPTS=0 is -DSCRIPTS="minimal-static" now
(builds commands and spells statically)
-> -DSCRIPTS=1 is -DSCRIPTS="static" now
(builds all modules statically)
-> -DSCRIPTS="dynamic"
(builds all modules dynamically)
-> Also the default value which is provided by the SCRIPTS
variable is overwriteable through the SCRIPTS_COMMANDS,
SCRIPTS_SPELLS... variable.
(cherry picked from commit 848b8a4136a4b395bfab74899520c74812d7f08e)
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(cherry picked from commit 4710b1c8fe89e6cdd98f1a4645edd93d05033fa7)
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* Sometimes added the definition in MSVC although the test
passed which lead MSVC to rebuild the whole solution
even on a CMAKE_INSTALL_PREFIX change.
(cherry picked from commit a8ce2b68ebace22d3660430be0a812338edaab71)
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* For easier usage, the processes output it routed
correctly to the TC logger line by line now.
* Add support for asynchronous process execution
and process termination.
(cherry picked from commit 3497b4960ba944388d148e10084e62eee909e986)
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* Since those have nothing to do with core scripts and are
not wished inside the ScriptMgr
(cherry picked from commit 59e3cf82acaea5a0e5023e087e0ca1e6a9d15d82)
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* Since this class implements methods of the Map class
(cherry picked from commit 26dcde94b383f2e7f6af2dc1ad4ab2806ff7ceda)
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cherry-pick)
* benefits from empty optimization (objects are only constructed if needed).
* supports r-value references (move semantics) (boost >= 1.56.0).
* preparation for c++14/17's std::optional and std::none_t.
* add move constructor to CompactArray.
(cherry picked from commit 800d5d893964a82265577d3352d683035b589f78)
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damage with SPELL_AURA_PERIODIC_LEECH if the spell does more damage than target has health (before calculating resist) and any damage is resisted.
Closes #16495
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declined it (#16279)
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