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path: root/src/common/Collision/DynamicTree.cpp
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2024-12-11Core/Vmaps: Minor cleanup (formatting) and documentation updates for ↵Shauren
BIH::build copy vs move choice
2024-07-17Core/GameObject: Implemented NotLOSBlocking door propertyShauren
2024-03-07Core/vmaps: Removed vmap lookup functions duplicating functionality of each ↵Shauren
other
2022-02-13Core/Misc: Cleanup unused includesShauren
2022-02-04Core/Misc: Fix issues reported by static analysis (#25351)Giacomo Pozzoni
* Core/Misc: Fix issues reported by static analysis * Core/Vmaps: Code cleanup after e77716188861d4aa83b227a90e04a66b63baeb1f (cherry picked from commit cfc8f7b442a9dba07b198fcebe2c02ab89cf0a8b)
2022-01-24Core/Common: Merge TimeTrackerSmall with TimeTrackerCarbenium
(cherry picked from commit 228696bf80bcd55d35445cd24ae119020c310f88)
2022-01-23Core/Misc: Replace boost::optional with std::optional (#25047)Peter Keresztes Schmidt
C++17 is already mandatory, so it's a safe thing to do (cherry picked from commit 202fd41389973322f63186fd8e5a368fce3e1b04)
2021-04-15Core/Entities: Fix some weird movement due to los issues (#21125)Jeremy
* Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags (cherry picked from commit e42903ec16f4849b71bc8736e3151a1e11d3cd25)
2020-09-04Core/Misc: Port all the refactors sneaked in master to 3.3.5 include cleanup ↵Shauren
port
2020-07-16[3.3.5] Get zone/area IDs from vmap data in the liquid update (#19840)Treeston
* Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup * Use this lookup in Map:: relocation methods to update m_areaId and m_zoneId fields on WorldObject * Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields * Clean up liquid state handling on Unit and Player * Hand floor's Z coord up through GetFullTerrainStatusForPosition, use it to update a new field in WorldObject, and use that to feed a new GetFloorZ call on WorldObject. Closes #16489 (cherry picked from commit f6c849729b27b77228704b595de3adaf24da2c10)
2020-06-28Core/Collision: Port new parts for retrieving area/liquid data from ↵Shauren
gameobjects added when porting 42f9deb21ec68e169f7ed1c8cf14092f144b22da to 3.3.5
2020-01-02New YearAokromes
2019-01-01Update copyright note for 2019vincent-michael
auto happy = new year(2019);
2018-12-09Core/Vmaps: Stop M2s from occluding for spellcast LoSHelloKitty
Closes #18528 (cherry-picked from 01d715eaef99e91f0959dc85fb7f69eb26d01a22)
2018-03-28Core/Maps: Implemented getting area id from gameobject spawnsShauren
Yes, you can now spawn LK platform anywhere and it will treat you as inside Icecrown Citadel
2018-03-28Core/Vmaps: Fixed getting map height near large gameobjects like LK platformShauren
Updates #19865 (cherry picked from commit cfb0f9fb19c03677b127f09407a6bd00bfefbe55)
2018-03-25Core/Entities: Phasing rewriteShauren
* Optimized phase visibility checking * Handle all phase flags Closes #16758 Closes #21119
2018-01-01Update copyright note for 2018vincent-michael
auto happy = new year(2018);
2017-05-05Core/Collision: Replaced phasemask with proper phases in GameObject ↵joschiwald
collision calculation
2017-01-01Update copyright note for 2017vincent-michael
Happy new year
2016-08-03Common/Maps: Reduce differences between 3.3.5 and 6.x branchesjackpoz
Partially port 1347d7cf7a8656f3db9d8b2f6e6d955e1fa8c129 too
2016-01-01Update copyright note for 2016Vincent-Michael
Happy new year (Again new year with idiots ...)
2015-08-21Core/Build: Merge common library and move database out of sharedStormBytePP