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Core/Spells: Fix Spinning Pain Spike damage
closes #5652
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Fix by Discover and Havenard
Closes #2452
Also fix a typo in a previous commit
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Closes #2127
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Closes #1887
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(conditions)
Closes #1527
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Close: #5652
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Closes #5974
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You might want to verify if the previous size did not truncate your address (it was 15)
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recreating the SQL.
Closes #1448, #3812, #4312, #385.
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`uptime` / Storage engine switched to InnoDB Note:
As for the redundant `uptime`.`startstring` being removed, this page might be of interest how to generate time strings from unix timestamps
http://dev.mysql.com/doc/refman/5.1/en/date-and-time-functions.html#function_from-unixtime
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Cleaning databases for old/deprecated and expired quests should never be a
developers choice specifically. This should be done by admins, not developers,
through the use of the already existing paramters found in the worldserver config :
CleanCharacterDB / PersistentCharacterCleanFlags
An adjustment to the respective questloader prepared statement has been done to
accomodate for the earlier change (by not loading such quests into memory at all).
Documentation for how this cleanup-procedures work already exists in the core :
doc/CharacterDBCleanup.txt.
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`ip_banned` / Storage engine switched to InnoDB
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them in characters database
Also removed World::LoadIp2nation(), it was not doing anything.
Closes #5897
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DB/World: Some consistency in the ints "length" field (not really a length)
All world dbs checked
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DB/World: Some consistency in the ints "length" field (not really a length)
From A to G world tables verified; missing all the others
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DB/World: Some consistency in the ints "length" field (not really a length)
From A to G world tables verified; missing all the others
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DB/World: Some consistency in the ints "length" field (not really a length)
From A to D world tables verified; missing all the others
int(11) -> int32
unsigned int(10) -> uint32
mediumint(8) -> int32
unsigned mediumint(8) -> uint32
smallint(6) -> int16
unsigned smallint(5) -> uint16
tinyint(4) -> int8
unsigned tinyint(3) -> uint8
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Thanks to KingPin for re-parsing ~5GB of sniffs.
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dbwise)
Also fix connecting with realmflag & 4
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DB/GameEvent: Resync Darkmoon, again - by Aokromes
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Closes #5842
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Scripts/Ahn'kahet/Prince Taldaram:
Fix movement after shield drops.(no more LoS issues)
Update boss texts and move them to creature_text.
Add proper sounds to text.
Add condition for a visual spell.
Add usage of different Embrace of the Vampyr spell based on difficulty.
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Fix movement after shield drops.(no more LoS issues)
Update boss texts and move them to creature_text.
Add proper sounds to text.
Add condition for a visual spell.
Add usage of different Embrace of the Vampyr spell based on difficulty.
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command.
This will (when a full database exists) allow for seeing (approximately) which country a player might be from when doing .pinfo <player>
Note: External data required for this patch to work correctly can be found at http://www.ip2nation.com/ip2nation/Download
Signed-off-by: click <click@gonnamakeyou.com>
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in First Aid;
Also add proper file ending to recent SQLs
Closes #5840
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Flame Sphere should not be visible to players(only their visual).
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Scripts/ToCr/Val'kyr Twins: Fix orb targeting.
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Add missing triggers.
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Sindragosa's Lair and prevent reentering combat with Deathbringer Saurfang after encounter is won
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Dreamwalker chests to players who fought them
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- Implement UNIT_FIELD_HOVERHEIGHT (requires DB data). This field, sent in update object packet, will determine the height at which a creature hovers if it has movementflag_hover applied. Note that hovering will now update the server-sided z-coordinate by the value of this field, and that all subsequent positional updates to the client will need to send z coordinate MINUS the hover height offset, or the hoverheight will be visually doubled client side.
- Correct our usage of movementflag_flying, movementflag_can_fly, movementflag_hover and movementflag_disable_gravity (previously levitate), and how they relate to InhabitType in the database. This fixes "flying creatures on steroids" bug (wings flapping too fast), and potentially a lot of visual issues in AI scripts. Note that a lot of scripts still set wrong movementflags, these need to be fixed on a case by case basis.
- Send correct packets for SPELL_AURA_FEATHER_FALL, SPELL_AURA_WATER_WALK and SPELL_AURA_HOVER apply/unapply.
- Send correct packet contents for movement update in Unit::SetSpeed.
- Misc. cleanup in affected scripts.
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Please, re-apply the SQL files.
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- Convert SimpleAI to (DB) SmartAI
- Spell ids corrected (and completed some of the scripts)
- Random cleanup (code style) in some scripts
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