| Age | Commit message (Collapse) | Author |
|
Solution (#16968)
(cherry picked from commit d1a053e4f5a29f96b3300397e16d3e63a1cf9bae)
Rename sql
(cherry picked from commit 41e776fe64e2072d165b990cc9e9d2bfdd698855)
|
|
(cherry picked from commit b11545800190795de5573fb917e81f61b774427b)
|
|
(cherry picked from commit 75f7b5ae4baa4eeb8f6e28e2270536274bfecd4c)
|
|
(cherry picked from commit 37067ad3905059753f38254e72dae62cd2db2ce6)
|
|
This seems entirely wrong to discount the returned map height if we're
already below it. In many cases this is exactly why we want the height!
(cherry picked from commit 10550fe8cff1fb91c8084b623fe243a6340ea52d)
|
|
|
|
|
|
(#16978)
|
|
- 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.
(cherry picked from commit dc3327f9c5f80c36000356829159c060d916f62b)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Handlers/MovementHandler.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_akilzon.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_nalorakk.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_zuljin.cpp
# src/server/scripts/Kalimdor/zone_azshara.cpp
# src/server/scripts/Kalimdor/zone_durotar.cpp
# src/server/scripts/Outland/zone_hellfire_peninsula.cpp
|
|
creatures. Pets will no longer be able to attack unattackable creatures in some situations. Fixes and closes #16659.
(cherry picked from commit bf4d8ad310e41fd365246f52f5eef06b3106d930)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
|
|
(cherry picked from commit afaa8e2c6035d5279521b3087a54e85a0961ff59)
|
|
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
(cherry picked from commit f9697cb86abfda55393bb0a5d842b2dbf32b990a)
|
|
declined it (#16279)
(cherry picked from commit bdeeab13bdfd545192fd619028a9114379235394)
|
|
toward another unit and stop once it reaches the target at a certain distance. (#16806)
(cherry picked from commit 97b053d2034825c58246d79ebdbb3eb23fc2f28f)
|
|
|
|
|
|
|
|
|
|
|
|
(cherry picked from commit ea627589d62b086561e14d71dae180a4fe0bb984)
|
|
* Thanks Shauren for the IsDebuggerPresent() hint.
(cherry picked from commit b970a68473eb6a7a7b71ab4a5c13338bb5cafc89)
|
|
* I wasn't able to work arround a path which contains spaces,
since it seems like a CMake specific issue.
* Closes #16947
(cherry picked from commit 42eeb28a8b9c1f3ae2d667e4238e956a4a95bd6c)
|
|
* Thanks jackpoz for noticing
(cherry picked from commit 9e43e50fa78ec2e58fa6be52524a3d999f153870)
|
|
* Increases the build time because dependent projects can build
without waiting for the game project.
(cherry picked from commit ff8a54ab928c00968266d0b1a574f81536152758)
|
|
|
|
|
|
|
|
|
|
SPELL_EFFECT_UPDATE_ZONE_AURAS_AND_PHASES (#16957)
|
|
|
|
|
|
that toy has the spell that player is trying to cast
|
|
* 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)
(cherry picked from commit 10bc41c91e96b51aac4d811d20b535fff9562edd)
|
|
* Until most bugs of the dynamic build are fixed
(cherry picked from commit b91bed017bb59e1783330f61a48a8d2b3af857cf)
|
|
* Closes #16951
(cherry picked from commit 81cee237758e5e83ae58efbb5bf7e6ca819dfe0e)
|
|
* Also fixes 2 warnings
(cherry picked from commit e82a934387b03a0a70e4d402eb5729c24728a698)
|
|
* 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
(cherry picked from commit 410cf0dd05e2765cf7806a9165f976a2bcc199d2)
|
|
|
|
(cherry picked from commit 131ef5f2d682763e301102047f2f0118c88ac42d)
|
|
(cherry picked from commit 498c1e22cae6f98053432e34458a8d8c8febfb6c)
|
|
|
|
|
|
(cherry picked from commit 1b909f9dacf21c7d3a6f9eb48afd168f52801bd4)
|
|
* 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
|
|
changes.
* is responsible for registering plain modules.
* requires compilation with the `WITH_DYNAMIC_LINKING` flag.
* requires further support of the ScriptMgr.
|
|
* 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.
|
|
* This commit targets 3.3.5 and just reduces the diff to 3.3.5 on 6.x.
|
|
* 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.
|
|
* 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.
|
|
* Since those have nothing to do with core scripts and are
not wished inside the ScriptMgr
|