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* Scripts/Borean Tundra: Iruk
* Apply suggestions from code review
Co-Authored-By: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
* Update 9999_99_99_99_world.sql
* Rename 9999_99_99_99_world.sql to 2020_02_01_01_world.sql
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 8c443ae39fe142491919e7cb50425163493d40ce)
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* Scripts/The Barrens: Beaten Corpse
* Rename 9999_99_99_99_world.sql to 2020_02_01_00_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 74d19691a56355c5932913ee7e5553d5125b1126)
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Rune-Caster & Plagued Dragonflayer Handler
Closes #24122
(cherry picked from commit c86d4404c8ae1961e15f36b294d505f067a272e9)
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(cherry picked from commit d4680bb2b250fb4dee8bb883a7a5e72b3ace89c4)
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(cherry picked from commit 63e7edfb157de95d14deeb5e5670e295d6111b3b)
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(cherry picked from commit c6b294f1d568de03863ba133497769e507a8726f)
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(cherry picked from commit c7a02a9812842dfeced902f05cf2426afcabbce8)
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CreatureScript to allow scripted creatures that already have an AI to benefit from its functionality as well
(cherry picked from commit f0485cea394a84e93ebacc24f3535d5eb14a4053)
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hook is available for that class as well
(cherry picked from commit ebf116e6a3381835fd2af885bd2721233485b684)
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(cherry picked from commit de7d9f25907f03e4c64b0d96ad35945de99c30ee)
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Closes #24089
The spell 54613 is not used in the game
(cherry picked from commit 0ec2a5fd745c7bd12e96f1870689ce52751b467a)
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* Scripts/Ebon Hold: How To Win Friends And Influence Enemies
* Scripts/Ebon Hold: Improve SQL!
* Scripts/Ebon Hold: Final touch
* Scripts/Ebon Hold: Actually final touch
* Rename 9999_99_99_99_world.sql to 2020_01_26_04_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 13c81f55e3314fede78acfbb72a47384961d1f25)
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* Scripts/Borean Tundra: Plug the Sinkholes
* Scripts/Borean Tundra: Improve SQL
* Scripts/Borean Tundra: Remove item script
* Rename 9999_99_99_99_world.sql to 2020_01_26_03_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 552a638e3110bedea1b2e80a7a4a2a71401d9c17)
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Closes #21102
(cherry picked from commit 1201b49f08c4dd4d753edde354713d7209613a51)
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Ref #13639
(cherry picked from commit 3d9c4a7b029390c9881a7c1f277eb1138bb1d207)
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Closes #24105
(cherry picked from commit de25e3647792feb8e0e7ab942602fe7aec7d4d88)
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(cherry picked from commit 14517326668ee97f1017ea24e9b56fbcde7557b7)
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Summoned by a spell
(cherry picked from commit 72b5039ec1cb670689d17bfa7023d6890b23c68b)
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to retail behaivior (#24093)
* according to observations Blizzard is letting creatures do 2 up to 10 spline movements right after each other before waiting for a couple seconds
(cherry picked from commit 78c1216bcf60b9e376d9afd9484ff478bda641b1)
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(cherry picked from commit d0efd76c92084a896c87a7df5be5d879ac7f3eca)
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checks have been executed
* for discussion see: https://github.com/TrinityCore/TrinityCore/commit/02daf1bf3afc570c26e8e9f431866fcb3720174a#r36916229
(cherry picked from commit 01584cb0b9fe623fdf5694b985a53aa45f9f1d30)
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We want our movement to be fully updated before even thinking about interrupting anything. The old logic was updating positions, interrupting stuff and afterwards updating movement generators. This way we were ending up with false interrupts.
properly fixes #22908
(cherry picked from commit 02daf1bf3afc570c26e8e9f431866fcb3720174a)
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(cherry picked from commit bc1d37f20d7c27d6fe34356bcbb388550e7aee63)
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Handle path on the same polygon between 2 very close positions as a normal path.
(cherry picked from commit d293dd37822d93f9023d3ff9d39052ed976e236b)
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end are on the same polygon (#24083)
* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Second try of handling paths on same poly in a better way than just building a shortcut
* Fix movement generators using paths with start/end positions far from mmap polygons
* Include flag PATHFIND_FARFROMPOLY even with a normal path if start or end were far away from mmap poly
(cherry picked from commit 67d9d04d63cc74196059646b2e57f50a4a4fd2ca)
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(cherry picked from commit a249044700f0c44e54b77ced39a8e1ae86d30cf5)
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(cherry picked from commit c1580108f62257334cb4fecfffeea4e7a8296567)
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(#24062)
* Step 1: Rename GO_STATE_ACTIVE_ALTERNATIVE to GO_STATE_DESTROYED
* Update src/server/shared/SharedDefines.h
Co-Authored-By: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
(cherry picked from commit 50d9d9196da90f7696cf83f07115df3d4880c879)
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(cherry picked from commit bfac09bbcfa5d21da35ef6d51f190a618aab6cdc)
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* Scripts/Violet Stand: Warmages
* Rename 9999_99_99_99_world.sql to 2020_01_19_02_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 07c0bfe11b8164a9132e608e7bee1875467be6b2)
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* Scripts/Transitus Shield: Warmage
* Scripts/Transitus Shield: SQL fix
* Scripts/Transitus Shield: improve SQL
* Rename 9999_99_99_99_world.sql to 2020_01_19_01_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit f20b147c71c69f196644ab250e5083e9e20eb6de)
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(cherry picked from commit b9353be0899c456dc21ed7ad10acfe7c9d0371b0)
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(cherry picked from commit 3fdebe9fc0b304dd0877341e5fe8cf79902673d1)
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Temporarily revert 29bf280e3496cf13c24ccb20e37da29d3bfa74d9 since our recast implementation always expects a path to have different polygons.
A proper fix will be implemented later on, splitting a path with 1 single polygons in smaller steps in a similar way of how FindSmoothPath() works
(cherry picked from commit 9f8477cd112bf0f52e23afc9cdee4adfcf540de5)
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(cherry picked from commit 50c9478b763e83c7ebdbbbc482bdd783afd584c6)
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(cherry picked from commit 3f08cda3a4d21b1218911d0ac7e2cacb10f7aad4)
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(cherry picked from commit 58313962994ea258703ffd8dbda12713572ef0e4)
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Fix Ominous Clouds being only clockwise, now they move both clock and counter-clock wise.
Add a workaround for GenericMovementGenerator not handling correctly cyclic splines started by MoveCirclePath(), stopping the movement after a single round. The workaround code can be removed once the bug in GenericMovementGenerator is fixed.
(cherry picked from commit c1df161e1ddf95584030480d3dcb15149aacd7a6)
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(cherry picked from commit 196dd1591234c9a69457f4198c6a2bb2411d8d91)
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Closes #24061
(cherry picked from commit f2b087b6ba2a1463126d14809df2b53da2e9fa0f)
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by xvwyh
(cherry picked from commit b3b7f0761d5605d57f9d62ca8e22a8cd9a4df24b)
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(cherry picked from commit 89421422865b0d7743db22bb165bba0a3d8f2cfc)
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(cherry picked from commit d3d9a023649f324677a56add8f549dd444ac17b9)
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Closes #24030
(cherry picked from commit 4a6ecbaec5b7361f7c97438bf59c86d740d29d62)
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(cherry picked from commit e660c8bc19198d9e2e912c5243498469f75b0ee6)
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* Fixed PvP Combat timer never gets refreshed while meleeing
* Apply Treeston feedback
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 2b024e8fbff24b071217cd88f052fdeaa48b47ba)
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(cherry picked from commit 13696204368ed933695bc0b738905f545dcbc836)
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(cherry picked from commit 039534d1dbcde60b72c5b570be8e4cb5abb4f647)
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* spell_gen_turkey_marker::OnPeriodic: Pop expired stack timestamps from tracking list.
* Be a bit more explicit about the data type of removedCount.
* Formatting nudge.
* Remove brackets.
(cherry picked from commit a0c07655eb6b42a2e1fd9319d53c7ed7f2c585d8)
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objects which was accidentally removed in f0f4a620fbeef9cc450d1294c1964fe98e45645d breaking Far Sight (#24046)
Fixes #17081
(cherry picked from commit d4ba47a76e71a0ac103a1ff9b892593bc9c6a67a)
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