| Age | Commit message (Collapse) | Author |
|
(cherry picked from commit b4064d38c83bc26efa20a248426a9b8cfea6793f)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Spells/SpellMgr.cpp
|
|
Closes #8390
Closes #29427
(cherry picked from commit b888b1b09f71a8b8b4a9d45c804a1f164fb65ac3)
|
|
LinkedListHead::Iterator class
(cherry picked from commit a3702cc526cd35d6e0162607d509c241bdefdc63)
|
|
applications while dead without removing the aura)
(cherry picked from commit 0f7dd4eadf90a5407fd232d083485430d725152f)
|
|
(cherry picked from commit f0a862e71bc12d86a898901ef773475a7c964832)
|
|
compatible api)
(cherry picked from commit d791afae1dfcfaf592326f787755ca32d629e4d3)
|
|
(cherry picked from commit 92ed5e8af1f8b1aac085fd9b0ea93afb2b6795d4)
|
|
(cherry picked from commit ba9bbbc9d0c3b80d8954ad6390d23ae3d0f804b2)
|
|
|
|
* Ranged attacks can now be blocked
* Implement SPELL_ATTR3_COMPLETELY_BLOCKED
* Fixed a bug which was causing blocking to block entire spell effects regardless if the attribute was present or not
* Fixed a logic mistake which was causing blocks to roll twice (once for effect negation and once on hit)
* No longer send blocked miss conditions in spell_go packets when the spell is not completely blocked to match sniff data
|
|
updatefield accessors
|
|
remove compatibility code for unsupported versions
(cherry picked from commit f6e72494f185d096f2cce70e646f0761e67e1bc7)
|
|
(cherry picked from commit 3a67e376811743be208da4aab8a9e452e1ae637e)
|
|
|
|
|
|
When this aura is given on a spell, it allows for it to bypass 314 SPELL_AURA_PREVENT_RESURRECTION.
|
|
* Introduce SpellInfo::GetEffects and SpellInfo::GetEffect functoins
|
|
SPELL_ATTR7_CANT_PARRY and SPELL_ATTR7_CANT_MISS (#26742)
|
|
(#26374)
|
|
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
|
|
|
|
retrieving floor Z (#26092)
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
|
|
(cherry picked from commit b2ddf547ff7acd3dab7c93579d8a44fe825c7ecf)
# Conflicts:
# src/server/game/Miscellaneous/SharedDefines.h
|
|
TARGET_UNIT_NEARBY_PARTY (#25837)
* Update SharedDefines.h
* Update SpellInfo.cpp
|
|
* Core/Misc: fix double empty line
* worldserver.conf
|
|
* Core/Spells: Implemented personal summons (#19231)
* By default determined by summon property flag SUMMON_PROP_FLAG_PERSONAL_SPAWN
Closes #18254
(cherry picked from commit b7bb5e6a98119512702519adecf559ecedc20743)
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
# src/server/game/DataStores/DBCEnums.h
# src/server/game/Entities/Creature/TemporarySummon.cpp
# src/server/game/Entities/Creature/TemporarySummon.h
# src/server/game/Entities/GameObject/GameObject.cpp
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Object/Object.h
# src/server/game/Maps/Map.h
# src/server/game/Spells/SpellEffects.cpp
* Build fix
* Implement feedback
* Fix parameters passed in wrong order
|
|
|
|
Ref #25470
|
|
|
|
|
|
|
|
hyperlink unit tests
|
|
|
|
|
|
to Trinity::Impl::EnumUtilsImpl. This avoids confusing name clashes for other implementations in sub-namespaces of Trinity::Impl.
|
|
system (#25308)
* Core/Shared: Make WeatherType smart
* Scripts/Commands: Convert argument parsing of some misc commands to new system
|
|
|
|
* Core/Shared: Make Emote enum smart
* Scripts/Commands: Use enum type arg for HandleDebugAnimCommand
|
|
* Scripts/ScarletMonastery: Fix wrong emote during Headless Horseman encounter
* Scripts/HoR: Fix wrong emote during escape event
* Core/Unit: Make improve type safety of HandleEmoteCommand
Change argument type to the expected enum type Emote
* Scripts/CoS: Use SetUInt32Value to set UNIT_NPC_EMOTESTATE
UNIT_NPC_EMOTESTATE is no flag field
|
|
|
|
incorrect thread
|
|
Sorry. (5e36bf7 follow-up)
|
|
- Fix a handful of 1/256 bugs with most significant byte zero in BigNumber
- Get rid of (most of) the C-style arrays in authserver
- CryptoRandom as a unified source for cryptographic randomness
- Bring our other crypto APIs into 2020
- BigNumber usability improvements
- Authserver is now actually readable as a result of all of the above
|
|
* Misc: Use [[fallthrough]] attribute instead of comment to mark intentional fallthroughs
Related: #25006
* Misc: Add some missing breaks (no-ops) to satisfy clang
Related: #25006
Closes #25055
* Build: Enable -Wimplicit-fallthrough on clang
Closes #25006
|
|
* Core/Spells: Implement SPELL_EFFECT_ACTIVATE_OBJECT. (#23)
Original research by @xvwyh.
# Conflicts:
# src/server/game/DataStores/DBCStores.cpp
# src/server/game/DataStores/DBCStructure.h
# src/server/game/DataStores/DBCfmt.h
# src/server/game/Entities/GameObject/GameObject.h
# src/server/game/Entities/GameObject/GameObjectData.h
# src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp
# src/server/scripts/Kalimdor/HallsOfOrigination/boss_temple_guardian_anhuur.cpp
* Add missing sql update
* Fix some build errors
* Remove unused enum values
* Change artkits from 0-4 to 0-3
* Remove unused code
* Code review feedback
* Fix sql
* Remove artkit4 special case handling
* Default initialize artKits
* Code review feedback
* Split sql into structure and data files
Co-authored-by: Warpten <vertozor@gmail.com>
|
|
|
|
|
|
Yes, you can now spawn LK platform anywhere and it will treat you as inside Icecrown Citadel
(cherry picked from commit 42f9deb21ec68e169f7ed1c8cf14092f144b22da)
|
|
|
|
Move WG battlefield world states to the global enum
|