Age | Commit message (Collapse) | Author |
|
* No TaxiPathNode row is skipped anymore (events/delays on first node now work)
* Fixed transport animation synchronization with client
* Fixed stoppable transports randomly resuming their path after relogging
Closes #27985
|
|
* Also minor cleanup of non-virtual functions in spline derived classes
|
|
|
|
ActivePlayerData::TransportServerTime
|
|
added some scripts
* Thanks @Naddley for Lamplighter waypoints & script
Closes #27908
Co-authored-by: ModoX <moardox@gmail.com>
|
|
npc_text id
|
|
|
|
|
|
|
|
aa592e431b945800928f2e43b3812cfa240fada1
* now it doesn't appear like we'd have gm on all the time anymore
Ref #27985
|
|
|
|
(#27972)
|
|
|
|
* Fully synchronize serverside animation progress with client
* Implemented updating passenger positions on elevators
* Removed visibility hack for elevators that always forced CreateObject packet to be sent to client
|
|
|
|
ActivePlayerData::TransportServerTime updatefield
|
|
Closes #27945
|
|
Closes #27959
|
|
Closes #27961
|
|
|
|
Closes #27967
|
|
shared function
|
|
just orientation
|
|
creature_questender, gameobject_queststarter and gameobject_questender
|
|
creature, not always if it just exists in db
Closes #27954
|
|
|
|
|
|
SMSG_BROADCAST_SUMMON_RESPONSE
|
|
|
|
|
|
standard)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Fixed cast bars of ranged spells not disappearing when canceled while autoshooting
* Replaced hacky 500ms delay on non auto shot autorepeat spells with native spell cast time (wands have 500ms cast time)
* Update cooldowns before attempting to cast autorepeat spells (for cases when cooldown ends on the same server tick as cast attempt)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
quickly
|
|
|
|
check failing during loading from db
|