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Closes #30205
(cherry picked from commit 53b4501ce9b072cfffe7de7f348094f443e36950)
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(cherry picked from commit 28c9474337d0d30bc1d131b12b635c31a98bc97a)
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other
(cherry picked from commit 45ee989c70682c001d4467d97bf1ecedcf7dbcc3)
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area ids (#28632)
Closes #19761
Closes #28326
Co-authored-by: Gosha <284210+Lordron@users.noreply.github.com>
(cherry picked from commit 6ce66659929cbd680a91dd5caa1a5957f30b0716)
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(cherry picked from commit 18200e1b88596dbead10d0b8ecbd10557db43323)
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compatible api)
(cherry picked from commit d791afae1dfcfaf592326f787755ca32d629e4d3)
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(cherry picked from commit ba9bbbc9d0c3b80d8954ad6390d23ae3d0f804b2)
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* Vmap: Introduce skipping of antiportals and unreachable mogp
* Reduce differences with master branch
* Update VMAP and MMAP versions
* Update MMAPs version
Co-authored-by: jackpoz <giacomopoz@gmail.com>
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(#26324)
* MapExtraction: Fix water height redundancy algorithm ignoring "no water"
* Update MMAP_VERSION
* Change map version
Co-authored-by: jackpoz <giacomopoz@gmail.com>
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* Core/Misc: fix double empty line
* worldserver.conf
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Re-generating MMAPs IS required.
Partially reverts 995a443da219ec773febd7dd29d18f3cefaa1f3b .
Having 2 different slope angles of 55° and 85° created too many polygons to fit in the current mmtile structure. This caused some polygons to become disconnected from each other, creating the old "invisible walls" effect. Because of this and because of the performance hit when loading a mmtile caused by the increase of polygon numbers, this commit reverts the recent changes and sets by default the slope angle to 55°.
Feel free to restore the previous behaviour by running .\mmaps_generator --maxAngle 85 --maxAngleNotSteep 55 , specifying the map id as number if a single map should have different slope values.
This is the last commit that will change MMAPs version to force re-generating them. Any future change that will affect only the generation settings will be optional (but recommended).
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* Core/Misc: Fix issues reported by static analysis
* Core/Vmaps: Code cleanup after e77716188861d4aa83b227a90e04a66b63baeb1f
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C++17 is already mandatory, so it's a safe thing to do
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Yes, you can now spawn LK platform anywhere and it will treat you as inside Icecrown Citadel
(cherry picked from commit 42f9deb21ec68e169f7ed1c8cf14092f144b22da)
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* Tools/MMAPs: Remove input argument --maxAngle
Remove input argument --maxAngle . This should be just hardcoded in MapBuilder::GetMapSpecificConfig() so all settings are easily found in the same place instead of being spread around.
* Tools/MMAPs: Add new area type NAV_AREA_GROUND_STEEP
Add new area type NAV_AREA_GROUND_STEEP for ground with slope in the range (55, 70] .
NAV_AREA_GROUND is used for ground with range [0, 55] .
NAV_AREA_GROUND_STEEP takes priority over NAV_AREA_GROUND.
* Tools/MMAPs: Fix NAV_GROUND_STEEP flag not being saved in the mmtile
* Core/PathFinding: Implement NAV_GROUND_STEEP flag
Implement NAV_GROUND_STEEP flag, used only by Creatures that are in combat or evading.
* Distinguish between RC_WALKABLE_AREA and NAV_AREA_GROUND.
* Allow mobs in combat to walk on steeps up to 80°
* Allow mobs in combat to walk on steeps up to 85°.
Disable rcFilterLedgeSpans() filter as it removed long steep spans.
* Increase cost of steep spans to try making creatures walk around obstacles instead of walking on them
* Revert last commit
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* Core/MMAPs: Adjust walkable climb
Adjust walkable climb as recast using walkableClimb also to find the poly from a position, giving priority to polys that are below the position but closer than walkableClimb.
* Temporarily disable static collision (the whole check should be removed)
* Core/Spells: removed deprecated mmap path check for TARGET_DEST_CASTER_FRONT_LEAP
* Core/Objects: allow flying units to use the helper as well (flying units casting radius based spells)
* Code refactor
* Handle raycasts that end in a point with no height in the mmap mesh as PATHFIND_NOPATH
* Walk back a bit from raycast hitpoints as sometime the 2D result point is outside of the polygons due to floating point errors.
* Remove whitespace
* Revert 4a197ba22af4eed01be632ea2dd7d103a963f043 as a raycast point path should have the Z retrieved with getPolyHeight(). Raycast will only return a 2-point path with Start and Hitpoint/End
* Cleanup PathGenerator raycast case
* Fix PathGenerator raycast broken if start and end are on same poly.
Fix PathGenerator raycast broken if no wall is hit.
Remove unused case of using raycast with an existing previous path (can be added back properly if needed).
Remove forcing poly length to 2 when we actually have already the right number.
* Use closestPointOnPolyBoundary on the second try of finding a point on poly for raycast.
Note that in this case the mesh height is not used which might cause issues. The poly boundary height will be used instead.
* Handle cases where getPolyHeight() fails because the point is on polygon border (and caused by floating point imprecision)
* Add far from poly flags
* Set PATHFIND_INCOMPLETE in raycast case if startFarFromPoly or endFarFromPoly
* Fix blink close to walls with no valid polygon behind the wall
* Require to re-extract mmaps
Co-authored-by: Ovah <dreadkiller@gmx.de>
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See https://stackoverflow.com/a/4328396
Previous method works but is technically illegal.
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Say bye bye to every year changing dates
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(cherry picked from commit a71d4b70ff8329878967652b131ce811ad699aa6)
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(cherry picked from commit 87278b69f08732ddba735f0e4283f89b484ba5d6)
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Closes #21700
(cherry picked from commit edb2b16f546d18bb66f1527dddb6189f617ec1b3)
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* mapextractor - fixed compressing liquid data
* vmapextractor - fixed extracting liquids inside WMOs
* vmapextractor - implemented new WMO flags
* vmapextractor - store model type for gameobject models
* mmap_generator - fixed processing liquids broken in e5d23103f37c40d2e946fa0e2db66d2f527ad9af
(cherry picked from commit 2c64bb97e6fddcbd15ef39fde3d0828bbf600ec6)
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https://github.com/recastnavigation/recastnavigation/commit/14b2631527c4792e95b2c78ebfa8ac4cd3413363
Rebuilding mmaps IS required
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what the client does regarding being inside WMOs
Closes #21625
Closes #21624
Closes #21516
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map (#21322)"
This reverts commit 9e0faace9a5114fc2324c2c601ba943272e0d6ff.
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Reduce the probabilty of going under the map
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Best wishes for the new year.
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* 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
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Core/VMaps: Fix no collision triangles
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https://github.com/recastnavigation/recastnavigation/commit/2c85309280dbc9c82029e7ab16dfb01b9235c74e
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* Move IteratorPair to its own header
* Add AsUnderlyingType function to cast enum value to its underlying type (avoids repeating std::underlying_type everywhere)
(cherry picked from commit fdd9227b232db9aae9bc4b2c60ca4de2cdaa0b54)
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