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remove CalculatePassengerPosition/CalculatePassengerOffset from TransportBase class
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creatures that are already vehicles (#30102)
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* Introduce new BattlegroundScript class for map/bg specific scripts
* Remove all sub, zone specific, battleground classes except Arena
* Move all bg zone scripts to new BattlegroundScripts class in script folder
* Remove ZoneScript from Battleground class
* Remove some unused hooks from Battleground
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scripts (not actually used anywhere currently)
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should not get derived from (#29585)
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when entering a vehicle (#29430)
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of control vehicle aura removal
Closes #29290
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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compatible api)
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GenericMovementGenerator to spline launch time
* This fixes inconsistent transport state detection for players exiting vehicles that are on transport (ICC gunship battle), fixes players being telerpoted to middle of nowhere on that fight
(cherry picked from commit b1a94bf94c500b64a5c4ae92642a95d048d9f392)
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* Fully synchronize serverside animation progress with client
* Implemented updating passenger positions on elevators
* Removed visibility hack for elevators that always forced CreateObject packet to be sent to client
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shared function
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(cherry picked from commit c4741a131a0a28b69c228d3637beab7090e5f1e3)
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(cherry picked from commit 203f175ec9f2479ac6600ca8bc9bd91625a03512)
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(cherry picked from commit af815e991d3dc407846fcd05000b4e356d7336ed)
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* Core/Misc: fix double empty line
* worldserver.conf
(cherry picked from commit a32b6b8ac4c81128a56b282f20837fb085bdd9e7)
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(avoids compiling them in every file that includes them)
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vehicle. Closes #1340.
(cherry picked from commit 47c7910036d5a32a92aa58b48553a1b8c8891e08)
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Remove
TempSummon* SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, uint32 despawnTime = 0, uint32 vehId = 0, uint32 spellId = 0);
(cherry picked from commit a41f599be72ccc88b13c1cf725f20cee4a5335d7)
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uint64 CalculateTime(uint64 t_offset) has been replaced with Milliseconds CalculateTime(Milliseconds t_offset).
Also add the std::chrono-ified overload void AddEvent(BasicEvent*, Milliseconds, bool)
(cherry picked from commit 92a02a5c8750913f596d7e3b58bf8439cb770c28)
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players that become vehicle during boss encounters or creatures that only are vehicles to show non standard power type)
Closes #24562
(cherry picked from commit 1fecbc6892b41bfe9d1e474d038c3b1f6e2dd125)
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world to avoid building unnecessary update_object packets right after spawning them
(cherry picked from commit 1610337e67ed3f2fc8bc2ab7b3e3f2bd1b7b1033)
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(cherry picked from commit 3def52c1c459f566ab2b2d8cf017c70df4d7cf22)
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(#24112)
* Core/Vehicles: implement vehicle seat addon table to specify seat orientation offsets and exit positions in form of offsets or absolute positions
* converted Traveler's Tundra Mammoth to seat addon table data
* first follow batch
* whoopsie
* Core/Vehicles: go from local copies to pointers
* Update and rename 2020_99_99_99_world.sql to 2020_02_08_01_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 98d6c501d7c1a7a632c6ff8b1d46c7d0d4ae5b37)
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(cherry picked from commit d4414af2d4f0736a842c4c596546c9583692ec3c)
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(cherry picked from commit 73e3fdc8b4545cca52b66032a5f2465183d14c71)
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crapton of booleans
(cherry picked from commit 042f5515e4f3e52b0d2e23d9b9e147041849ce12)
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Internal structure and handling changes, nothing behavioural (or thats the intention at least).
(cherry picked from commit 982643cd96790ffc54e7a3e507469649f3b074d2)
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The number of edge cases in which weirdness is seen on "effect movements" will be kinda reduced, plus consistency, plus movementInform on custom movement spline initalizations.
(cherry picked from commit 2a45418032233bc8779cdb44f9be6057c4b417c5)
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(cherry picked from commit 0c1e485e13d065b26e24b4226044246ae8ca0e4d)
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- AI hook will now receive the result by copy, as modifying it had no effect
- Some renaming: result->spellClickHandled, clickPair is actually clickBounds, the clickPair is the pair <creatureID, SpellClickInfo>
(cherry picked from commit 98d6258efdc07b53808ba6177e5427c65163bc0d)
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- Aura could be removed in Unit::SetCharmedBy (StopMoving->Relocate->ProcessTerrainStatusUpdate->RemoveAurasWithInterruptFlags)
- By not passing AuraApplication parameter execution continued with a removed application leaving vehicle in a invalid state (m_sharedVision not empty)
Closes #18281
(cherry picked from commit eb7d22d23eedb0d1b5374f80518cd7994d7c7b3a)
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Move some functions calls out of ASSERT() calls. ASSERT() should only apply checks without modifying any object and without having any side effect.
(cherry picked from commit 572eab1c355d9298ee640ebd7439f55366224fb8)
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* New database table `vehicle_template` holds info for despawn delay with option to extend it in the future
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killed by Lord Marrowgar's Impale spell (the initial damage, not the DoT). Also fix the underlying bug in vehicle logic.
(cherry picked from commit 7cbb6c101e975a046b95aeb5dd68d75d016f67a5)
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(cherry picked from commit 551d0559aac663e9485b0eaffac5326536180c27)
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auto happy = new year(2019);
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Closes: #15185
(cherry-picked from 193e51a80bbd31848a09d1e22bf8b7f05957b9f9)
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