| Age | Commit message (Collapse) | Author |
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group members
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Closes #28680
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compatible api)
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Closes #28480
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and move the related stuff to npc scripts (#28224)
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reference counting (moved to TerrainInfo)
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creation instead of having globally accessible objects
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* Core/Misc: Fix static analysis issues
* Fix infinite loop in ".debug send opcode"
Fix using uninitialized memory in ".debug send opcode"
(cherry picked from commit 661f554b9e08a3721227f1e4a4fe6fd74e43a1f4)
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(avoids compiling them in every file that includes them)
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(cherry picked from commit 468ecb7252ea4eabd37e11b9ddbbb96ffd26bd7e)
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(cherry picked from commit ef3ee63d880240fcefcac81d0f0f44d854b47625)
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* Core/Misc: More coding standards
* revert part
* "void " or more to "void "
* fix? reject
* remove more double whitespaces
* remove more double whitespaces
* more standards
* more coding standards
* More standards
* more coding
* more coding standards
* more coding standards
* And more standards
(cherry picked from commit 574a7c8d3d5f5a5660295deb70e905cf4dd756c4)
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implications:
- .npc respawn no longer causes stupid things to happen (Fixes #23014)
- ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now.
- .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that.
- Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
(cherry picked from commit 84b7b2e08ea55575cbe62d795383d4a5341ffd4d)
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WHO ON EARTH THOUGHT IT WAS A GOOD IDEA TO ADD REFACTORS TO A CHERRY-PICK COMMIT???
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Also rename BG_TEAMS_COUNT and BattlegroundTeamId
(cherry picked from commit 7417cbc655bf9c519b11c4821d8f0619851ea9f7)
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and into separate, customizable class and unify LocalizedPacketDo, LocalizedPacketListDo as generic localizable action
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the others have exit,so they continue to be error because they are critical
(cherry picked from commit b68484cfb0c371dc8de24acf533a20cb5277d2fd)
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port
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- True blizzlike creature spawn/respawn behavior - new creature = new object
- Toggleable spawn groups (with C++/SAI/command options to use them)
- Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
- Backward compatibility mode (set via group and for summons)
to support creatures/gos that currently don't work well with this
(this should be removed once the exceptions are fixed)
Fixes and closes #2858
Tags #8661 as fixable.
Fixes and closes #13787
Fixes #15222.
(cherry picked from commit 59db2eeea0a35028779fd76372ae06cc98c8086f)
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- Moved statics to cpp
- Save scriptids into an array
(cherry picked from commit 3e7b64b2f765bebc722c1194b7fc2f749fae77f7)
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despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
(cherrypicked from e1f14215d86fc9f0cd041f0e87bf0a689c086329)
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auto happy = new year(2019);
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auto happy = new year(2018);
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* ObjectMgr.h
* Player.h
* Unit.h
* G3D should no longer propagate everywhere from Spline/MotionMaster
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* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)
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Happy new year
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* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
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* There is still the possibility to static link against game.
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* Fixes issues when building shared libraries
(prevents gcc and clang from providing several instance)
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from AreaTable.dbc instead AreaBit used for exploration marker (and is not unique anymore on top of simply being stupidly confusing)
Note: Extracting maps is required
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Happy new year (Again new year with idiots ...)
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MoveCreatureData
(cherry picked from commit 5ceb3fd0ab3644f9515e11dea36f7b00316e4136)
Conflicts:
src/server/game/Globals/ObjectMgr.cpp
src/server/game/Globals/ObjectMgr.h
src/server/game/OutdoorPvP/OutdoorPvP.cpp
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Closes #14871
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Closes #14687
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* Added ObjectGuid traits to easily access whether guid type can be generated globally (ObjectMgr) or not
* This adds separate (per map) guid sequences depending on object type
* Ported map object container from cmangos/mangos-wotlk@a2d396eb0bb195efc460944dd4e0fab2a858b300
* Added type container visitor for TypeUnorderedMapContainer
* Implemented helper function to erase unique pairs from multimap containers
* Moved object storage of all objects except players and transports to map level
* Added containers linking database spawn id with creature/gameobject in world
* Renamed DBTableGuid to spawnId
* Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables
* Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
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