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Closes #24089
The spell 54613 is not used in the game
(cherry picked from commit 0ec2a5fd745c7bd12e96f1870689ce52751b467a)
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* Scripts/Ebon Hold: How To Win Friends And Influence Enemies
* Scripts/Ebon Hold: Improve SQL!
* Scripts/Ebon Hold: Final touch
* Scripts/Ebon Hold: Actually final touch
* Rename 9999_99_99_99_world.sql to 2020_01_26_04_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 13c81f55e3314fede78acfbb72a47384961d1f25)
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* Scripts/Borean Tundra: Plug the Sinkholes
* Scripts/Borean Tundra: Improve SQL
* Scripts/Borean Tundra: Remove item script
* Rename 9999_99_99_99_world.sql to 2020_01_26_03_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 552a638e3110bedea1b2e80a7a4a2a71401d9c17)
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to retail behaivior (#24093)
* according to observations Blizzard is letting creatures do 2 up to 10 spline movements right after each other before waiting for a couple seconds
(cherry picked from commit 78c1216bcf60b9e376d9afd9484ff478bda641b1)
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(cherry picked from commit d0efd76c92084a896c87a7df5be5d879ac7f3eca)
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checks have been executed
* for discussion see: https://github.com/TrinityCore/TrinityCore/commit/02daf1bf3afc570c26e8e9f431866fcb3720174a#r36916229
(cherry picked from commit 01584cb0b9fe623fdf5694b985a53aa45f9f1d30)
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We want our movement to be fully updated before even thinking about interrupting anything. The old logic was updating positions, interrupting stuff and afterwards updating movement generators. This way we were ending up with false interrupts.
properly fixes #22908
(cherry picked from commit 02daf1bf3afc570c26e8e9f431866fcb3720174a)
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Handle path on the same polygon between 2 very close positions as a normal path.
(cherry picked from commit d293dd37822d93f9023d3ff9d39052ed976e236b)
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end are on the same polygon (#24083)
* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Second try of handling paths on same poly in a better way than just building a shortcut
* Fix movement generators using paths with start/end positions far from mmap polygons
* Include flag PATHFIND_FARFROMPOLY even with a normal path if start or end were far away from mmap poly
(cherry picked from commit 67d9d04d63cc74196059646b2e57f50a4a4fd2ca)
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(cherry picked from commit c1580108f62257334cb4fecfffeea4e7a8296567)
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(#24062)
* Step 1: Rename GO_STATE_ACTIVE_ALTERNATIVE to GO_STATE_DESTROYED
* Update src/server/shared/SharedDefines.h
Co-Authored-By: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
(cherry picked from commit 50d9d9196da90f7696cf83f07115df3d4880c879)
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(cherry picked from commit bfac09bbcfa5d21da35ef6d51f190a618aab6cdc)
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* Scripts/Violet Stand: Warmages
* Rename 9999_99_99_99_world.sql to 2020_01_19_02_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 07c0bfe11b8164a9132e608e7bee1875467be6b2)
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* Scripts/Transitus Shield: Warmage
* Scripts/Transitus Shield: SQL fix
* Scripts/Transitus Shield: improve SQL
* Rename 9999_99_99_99_world.sql to 2020_01_19_01_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit f20b147c71c69f196644ab250e5083e9e20eb6de)
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Temporarily revert 29bf280e3496cf13c24ccb20e37da29d3bfa74d9 since our recast implementation always expects a path to have different polygons.
A proper fix will be implemented later on, splitting a path with 1 single polygons in smaller steps in a similar way of how FindSmoothPath() works
(cherry picked from commit 9f8477cd112bf0f52e23afc9cdee4adfcf540de5)
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Fix Ominous Clouds being only clockwise, now they move both clock and counter-clock wise.
Add a workaround for GenericMovementGenerator not handling correctly cyclic splines started by MoveCirclePath(), stopping the movement after a single round. The workaround code can be removed once the bug in GenericMovementGenerator is fixed.
(cherry picked from commit c1df161e1ddf95584030480d3dcb15149aacd7a6)
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by xvwyh
(cherry picked from commit b3b7f0761d5605d57f9d62ca8e22a8cd9a4df24b)
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(cherry picked from commit 89421422865b0d7743db22bb165bba0a3d8f2cfc)
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(cherry picked from commit e660c8bc19198d9e2e912c5243498469f75b0ee6)
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* Fixed PvP Combat timer never gets refreshed while meleeing
* Apply Treeston feedback
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 2b024e8fbff24b071217cd88f052fdeaa48b47ba)
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(cherry picked from commit 13696204368ed933695bc0b738905f545dcbc836)
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(cherry picked from commit 039534d1dbcde60b72c5b570be8e4cb5abb4f647)
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* spell_gen_turkey_marker::OnPeriodic: Pop expired stack timestamps from tracking list.
* Be a bit more explicit about the data type of removedCount.
* Formatting nudge.
* Remove brackets.
(cherry picked from commit a0c07655eb6b42a2e1fd9319d53c7ed7f2c585d8)
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objects which was accidentally removed in f0f4a620fbeef9cc450d1294c1964fe98e45645d breaking Far Sight (#24046)
Fixes #17081
(cherry picked from commit d4ba47a76e71a0ac103a1ff9b892593bc9c6a67a)
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npc_green_dragon_combat_trigger
(cherry picked from commit 330cbb55fb8597cd3adc09f15a753024b4c956cb)
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Dreamwalker
(cherry picked from commit c188d4db8548544f089d53d944104e7d9ffdbb0e)
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(cherry picked from commit a149261e94b676cf090b37d085578e08d0ebffd0)
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end are on the same polygon (#24036)
* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Fix path generator returning shortcuts when start and end are on the same polygon by handling this case as if start and end were on 2 different polygons. This will ensure BuildPointPath() gets called which calls FindSmoothPath(), making sure each step is not longer than SMOOTH_PATH_STEP_SIZE (4 yards)
* Change ingame cast error message to SPELL_FAILED_NOPATH from SPELL_FAILED_OUT_OF_RANGE if the generated path is too long
(cherry picked from commit 29bf280e3496cf13c24ccb20e37da29d3bfa74d9)
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Closes #23658
(cherry picked from commit 1bdc792559fbf4fa713fce40cdcf012e63fdc741)
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(cherry picked from commit 37ffdc05b23f079af3e22d7042f6ffe240e69cd5)
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(cherry picked from commit 434cdb1fa0f5d2ea282c044771b96c9b0ad17f53)
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(cherry picked from commit 10ba39e62644c0d071013d50775790307de807c2)
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ScriptedAI::ForceCombatStopForCreatureEntry
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(cherry picked from commit 7ffe0185711095b0f62a5edf1e1819935d02851c)
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(cherry picked from commit 9f057d708267935053d94bdded9ea9efc10d1dd3)
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(cherry picked from commit a32aeceb0da5d691eb655e80eb9ea7b32fc44839)
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* Core/Movement: Fix fleeing speed to 66% run speed
Fix fleeing speed to 66% run speed until the creature starts returning home
* Fix build
* Don't check speed type
* Don't apply speed reduction twice
* Fix no-pch (1st try)
* Make sure every spell focus is interrupted when seeking assistance
(cherry picked from commit 4ccf01de3947f50629c20192da3f99cb8c693b35)
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Closes #21562
(cherry picked from commit 7fb74326205acbc5c0fa6b2aa9731d891e788d64)
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* Core/MMaps: Fix charge underwater
Fix charge sometimes returning "no path available" when swimming/underwater.
Fix charge selecting a destination point 4 yards above swimming/underwater targets
* Allow falling units to charge targets that are below (lower Z coordinate)
* Disable "raycast" pathfinding as it's not blizzlike.
This might show some strange paths when charging with a target in front.
It also fixes some falling undermap issues.
This Reverts 272009ebeed80bc7749c004348fb1057761cf268
* Remove Z offset when charging a target as it never made sense
(cherry picked from commit 88a14251e2765880e90cb41be7919cd39e3308e2)
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After 9c603ea87f09c47d52f093ccc73ee75c15eff6f5, dead creatures will tick UpdateAI
Closes: #24012
(cherry picked from commit 2f31119ea337aedecc593b6bb687ad73390db3a2)
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* Core/Movement: Fix wrong orientation set when pausing movement
* Update MoveSpline.h
* Update Unit.cpp
(cherry picked from commit e698c17a2688385e62744cdf5eb37b12b9e304fa)
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Closes #23996
(cherry picked from commit b60786a91610d2c841b4d61c360a2cdd97a49118)
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Closes #24008
(cherry picked from commit cb11ad97fb9eb6202b54913b0f522eda4935d533)
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* additional output for additem command
when removing items with additem:
if the user provides an amount too large of a negative amount, the command will now output the amount of items that could not be destroyed.
* renamed sql file to hopefully avoid conflicts
* added clarification to failure string
* changed unneeded else if condition to else
* code style; braces
* Update and rename 9999_99_99_99_world.sql to 2019_12_28_01_world.sql
(cherry picked from commit 6b19f4a0ab1f77ea969a080a6eea0379baf9f8df)
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Fix AssistanceMovementGenerator using 100% MOVE_RUN speed instead of 66% . Please note that the fleeing mechanic still has some open issues that this single commit doesn't fix
(cherry picked from commit 862d47394b8c879f42902f03ecd112b65ff631c2)
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(cherry picked from commit 8f94c9ef6b843f69d014b7e3a4b3b30e5d1515e4)
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(Professor Putricide) (#23858)
More Info in: #23837
(cherry picked from commit 9f7b464a6aa5b64bf5ec5c0f586853fbc71029c6)
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spells too (#23999)
(cherry picked from commit 18a4cbee5eb10cf0502ffae9c89ad468a2c58012)
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(cherry picked from commit 7920347f439b1c17805182a4f22d3b3b9f521a29)
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