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Author
2017-02-19
Core/Misc: calculate rotation fields from orientation in some places it's imp...
ariel-
2017-02-19
Scripts/Events: Globally fix all ExecuteEvent loops to check UNIT_STATE_CASTI...
treeston
2017-02-19
Merge branch '3.3.5-goshdangitsmartai' into 3.3.5 (PR #17738)
treeston
2017-02-19
Fix non-PCH build.
Gacko
2017-02-19
Core/Creatures: Implemented all creature equipment modifiers
Shauren
2017-02-18
Replace a leftover const char* with a std::string const&.
treeston
2017-02-18
Entities/Gossip: The Big One™ that gets rid of all uses of The Bad™ and T...
treeston
2017-02-18
Fix dynamic build.
treeston
2017-02-18
Creature/Gossip: offer replacement functions for the existing preprocessor go...
treeston
2017-02-18
Entities/Creature: Add arg2 to DespawnOrUnsummon to allow overriding respawn ...
treeston
2017-02-18
Merge remote-tracking branch 'Treeston/3.3.5-kelthuzad' into 3.3.5 (PR #16634)
treeston
2017-02-18
Core/SmartAI: fix warning reported by VS2015
ariel-
2017-02-18
Core/SmartAI: allow SMART_TARGET_OWNER_OR_SUMMONER to target a temporary summ...
SnapperRy
2017-02-18
Core/SmartAI: add param2 to SMART_ACTION_UPDATE_TEMPLATE, allowing to specify...
SnapperRy
2017-02-12
AI/SmartScripts: SMART_ACTION_ADD_QUEST -> SMART_ACTION_OFFER_QUEST. Open que...
treeston
2017-02-12
AI/SmartScripts: Add param3 to SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAS...
treeston
2017-02-12
AI/SmartScripts: Add SMART_ACTION_DISABLE_EVADE (117).
treeston
2017-02-12
Core/SmartScripts: Add SMART_TARGET_LOOT_RECIPIENTS. Does what it says on the...
treeston
2017-02-11
Core/Logs: Fine tunning some logs
Aokromes
2017-02-11
Scripts/SmartAI: Some clean-up work:
treeston
2017-02-11
ScriptedAI/Creature: Fix a bug where a std::chrono overload was counting mill...
treeston
2017-02-11
Core/Entities: debloat SummonGameObject parameter list using proper wrappers ...
ariel-
2017-02-11
Core/UnitAI: Removed unneccessary null checks in SpellTargetSelector. CID 135...
ForesterDev
2017-02-05
Core/UnitAI: #17309 follow-up (#17608)
ccrs
2017-02-05
Core/AI Prevent bosses respawn when BossState is set to DONE (#17616)
Gustavo
2017-02-05
Core/UnitAI: SelectTarget correction (#17309)
ccrs
2017-02-05
Core/SmartAI: change SMART_ACTION_RISE_UP (114) to SMART_ACTION_MOVE_OFFSET a...
SnapperRy
2017-02-05
Entities/Creature: Add some more std::chrono overloads
treeston
2017-01-29
DB/Quest: fix availability for some quests
Aokromes
2017-01-29
Core/Scripts: Extended SMART_ACTION_SET_INST_DATA to also set BossStates. (#1...
ariel-
2017-01-29
Core/Entities: Basic AreaTrigger System (#18035)
Traesh
2017-01-12
Core/SmartAI: delay SMART_ACTION_FLEE_FOR_ASSIST if creature is rooted/stunned.
Snapper
2017-01-12
AI/SmartScripts: Add action_param3 "disablePathfinding" to SMART_ACTION_MOVE_...
treeston
2017-01-12
AI/PlayerAI: Fix potential edge case crash.
treeston
2017-01-12
Core/SmartAI: remove unneeded check for SMART_ACTION_FORCE_DESPAWN.
Snapper
2017-01-11
AI/PlayerAI: Code style cleanup.
treeston
2017-01-11
AI/PlayerAI: Finally implement cast logic for controlled players.
treeston & Keader
2017-01-09
Core: updated creature type flags enum (#17128)
ForesterDev
2017-01-08
Allow BossAI::_DespawnAtEvade to work on creatures other than the boss itself...
treeston
2017-01-08
Core/AI: Add DoCastSelf helper.
treeston
2017-01-08
Creature/CreatureAI:
treeston
2017-01-07
Entities/Unit: Finally fix no-path evasion.
treeston
2017-01-07
CreatureAI: Adjust AI behavior when a charm ends. OnCharmed will be invoked o...
treeston
2017-01-01
Update copyright note for 2017
vincent-michael
2016-10-20
Core/AI: initial support for monster sparring (#17673)
Manuel Carrasco
2016-07-13
Merge branch '6.x' of https://github.com/TrinityCore/TrinityCore into legion
Shauren
2016-07-12
Core/AI: Add better support for tracking DynObjs (#17562)
Krudor
2016-07-10
Merge branch '6.x' of https://github.com/TrinityCore/TrinityCore into legion
Shauren
2016-07-09
Build fix
Shauren
2016-07-09
Core/Units: Fixed autoattack range
Shauren
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