| Age | Commit message (Collapse) | Author |
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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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compatible api)
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* Core/Pools: Fix pools with 1 member never spawning anything anymore
Attempts to fix a 6 years old bug and never fixed by the original author.
* Remove respawn times from db once a respawn has been handled
* Allow to specify if Despawn1Object() should save or not the respawn time. We don't need to do that when respawning an object.
* Apply the same fix to GameObjects too
(cherry picked from commit c8ca48823d45dadb042a80637eff954483dd5328)
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(cherry picked from commit 33dace231c5a169375523ffa89a2cc3fa48737bd)
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* Core/Misc: fix double empty line
* worldserver.conf
(cherry picked from commit a32b6b8ac4c81128a56b282f20837fb085bdd9e7)
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fixes #25777
(cherry picked from commit f8afcec9f3efc58ce8a38a6c63e2ebfc24d2e01d)
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(avoids compiling them in every file that includes them)
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* Core/Pools: Attempt to workaround pools being broken since 2015
Attempt n°2
* Fix warning
(cherry picked from commit 8c0a315734840f99455026ef443a21ae73d7bc3b)
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(cherry picked from commit 54c701cf0db81c0062e8c5020e07db18984d0ffa)
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(cherry picked from commit 9cde3ffd1404e784406f385061f4df0f6b429b61)
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(#24422)
* Core/Pooling: Remove respawn times from the database when despawning a pool
Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database.
* Remove respawn time of active pool objects even if they are not spawned
(cherry picked from commit 4f33fd3932d362466ee017111895bf14fcc79c88)
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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- Split SpawnMetadata off from SpawnData
- No longer allocate Creature/Gameobject objects in ObjectGridLoader just to check their typeid and delete them afterwards
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 9304e496cbf6ab6c028671fb8526c732ae5d799f)
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- Split quest pooling from PoolMgr (into QuestPoolMgr)
- Proper saving/restoring on server restart
- No more hacking into sObjectMgr to insert/remove available quests
(cherry picked from commit a5e73e41c0e813e674bb0a644e0052052435494e)
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pool_members table.
(More pooling prep, I really don't want to have any sql update files in that PR if I can help it.)
(cherry picked from commit 45bc91c238d04f2e2544622ff29faaf46713d15c)
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prejudice. (It didn't work anyway.)
(cherry picked from commit 26440857c1a74031ea0a0234ca0b0fcb09b6bcb0)
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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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entries (#21170)
(cherry picked from commit c50aefac963aca5daeacf409deca9692c6ca3924)
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longer the server is running (#20949)
Closes #11141
(cherry picked from commit de80cd2e0de470522a734e8e7a65e81b82bfc5fb)
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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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was to check for a existing map (and a loaded grid on that map)
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auto happy = new year(2019);
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and gameobjects
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auto happy = new year(2018);
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Change vector to unordered map to save memory and startup time
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Closes #20211
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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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* 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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Happy new year (Again new year with idiots ...)
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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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Fix some static analysis issues reported by Coverity.
Rename SpellMgr::EnsureSpellInfo() to SpellMgr::AssertSpellInfo() to be consistent with other similar methods.
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Happy new year
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