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Closes #19065
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(cherry picked from commit 8453d7dae25823dd5d2ecf2b718a469c0553214c)
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Small indent and codestyle fixes
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(the time diff is small and it will help starters, advanced users can disable it at any time on cmake guy/compilation script)
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than map visibility distance for active objects to ensure equal ranges for activation/deactivation of grids
Updates #19072
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Closes #15605
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Called when a player presses release when he died
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the same caster on the same target
Closes #18475
(cherry picked from commit 88676120586df7581677eca8d5e2724579c69482)
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really old compiler
(cherry picked from commit b6f1f8405f57e3b65c3b838ea87141716023bc72)
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- Restore old despawn behavior of SmartAI despawning (without reintroducing the run time logs caused by IsSmart)
- Some SAIs relied on this to function (for example #1249)
Partial reverts commit 4fc4c81e8989febd7e650d749af358548e264e2c
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* Remade trajectory target selection
* Added possibility to apply conditions to trajectory spells
* Properly recalculate delay time if CMSG_UPDATE_PROJECTILE_POSITION is received
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* Replaced some FindPlayer calls with GetPlayer
Fixed some more crashes
* Correction
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Closes #19030
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Corrected Dispel check in sanctuary area
Added root check for SPELL_EFFECT_JUMP and SPELL_EFFECT_JUMP_DEST
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Closes #16099
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Closes #7251
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Closes #5018
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changed the functionality to properly reset all possible criteria with given condition
Closes #18905
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- Shouldn't compare immunity to spells without schoolmask
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despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
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Closes #19043
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Closes #19041
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- Fixed possible exploit with tamed pets having template immunities
- Implemented binary resistances
- Corrected resistances calculations
- Pets properly inherit players spell penetration
- Fixed doubled block calculation for damaging melee spells
- Auras removing snare effects will only remove the snaring component
- Shapeshifting will properly remove movement impairing auras only and not crowd control (dragon's breath)
- Immunities are properly checked versus all schools appearing in spell, unit is immune only if immune to all schools
- Spells with melee and magic school mask should compare armor reduction with resistances and select smaller reduction
- Demonic Circle: Teleport no longer removes root effects
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* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove
* remove some possible references item may have when it is deleted during save.
* Also clear all hostile references when unit is removed from map.
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Closes #16915
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Closes #18739
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Closes #18991
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Closes #18990
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