| Age | Commit message (Collapse) | Author |
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old lock_guard)
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group members
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item existance is checked by loot loading and if that fails, condition loading will fail to find related item inside loot
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Trinity::Containers::MapGetValuePtr
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lootable item
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containers for some condition source types
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required items not be stored in inventory
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* They were all cast to float at use anyway
* Improves roll_chance_f performance (rand32() is now called internally by uniform_real_distribution once instead of twice)
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modified and ignore it for personal loot
Closes #29023
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* Pass ItemContext to item creation wherever possible
* Support scaling item levels with m+ keystone levels (not used currently)
* Fixed item link validation when client sends it as default uninitialized bonus list with context only
* Support scaling items depending on current active season (seasons not implemented)
* Implemented content tuning redirection
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creature_template table to creature_template_difficulty (#28931)
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bindings or operator<=>
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compatible api)
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Ref #28646
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Closes #20066
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content)
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that encounter
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* Unify items and quest_items
* Drop PlayerQuestItems and PlayerNonQuestNonFFAConditionalItems
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* Partial port of cmangos/mangos-wotlk@ffdf9a05d67a04c3c0304e9b021807fa5b867583
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map instead of guids of world objects holding that loot
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parameter everywhere
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of stored loot items in DB (#26795)
(cherry picked from commit 1b9ee9525316861dd1d2099ed355a221ffc47e3b)
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(cherry picked from commit f127f959179a69ec335c5031417e7b366e685373)
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