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offline players.
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*Zum'Rah Area Trigger Script, Zum'Rah should become hostile when approached. By totoro.
*Judgement of Light PPM based, not 100%. By Drevi.
*Fix Deflection Exploit. By manuel, thanks to TheNecromancer and Gyullo.
*Correct Wintergrasp Tenacity formulas, by Gyullo.
*A Spirit Guide Escort Quest, code from SD2, patch by manuel.
*TrullyOne/MeanMachine Waypoint System Restored. Patch by XTElite1.
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Onkelz
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Author: VladimirMangos
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*Remove workaround from Demonic Circle code and use the sql table instead.
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avoid memory leaks. Author: VladimirMangos
[8319] Restore compile PGSQL support after last changes. Author: ApoC
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* Load table data to std::map instead SQLStorage and add check loaded spell existance.
* Drop from table not existed spells.
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crash client) in creature*_addon tables.moveflag tables field.
Also refactoring creature addon tables loading.
Author: VladimirMangos
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note: still don't work, so use mysql
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*I strongly recommend you not to use this until you get the 313 db. Now all destructible buildings cause client crash.
Source: Mangos
Thanks to TOM_RUS for most work to make this switch possible ;)
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canseeordetect.
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Remove outdated options from configure.ac.
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values - patch by thenecromancer.
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independent object. Author: VladimirMangos
This let not do preparation code for unused later functionlity.
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There are two different fixes in TC1 and TC2. And use TC2 for now.
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and in code literals. Author: VladimirMangos
* Replace platform seelction MaNGOS code for select format descriptor for uint64 by using ACE define.
I64FMTD renamed to UI64FMTD for more clear name.
* Add new define UI64LIT (base at ACE seelction) for build portables uint64 literals.
Please always use UI64LIT(0x00001) instead less portable 0x00001LL
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amd add unit_class field to creature_template. Author: NoFantasy
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* Add new creature_template field `dmg_multiplier`
* Make attackpower include in creature damage not dependent from attack speed.
NOTE: included in sql update recalculation for creature damage related fields only make
temporary possible usable values. Real values need revisited by DB devs for correctness.
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Tested on Arch linux, still need someone to fixup .vcproj's for windows.
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Author: VladimirMangos
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Remove ZThread source code from mangos.
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creature uses waypoint movement as default movement type, the path id should be DBGUID*10. For paths of script use, the path id should be DBGUID*10+1 ~ DBGUID*10+9.
*Two sql queries are included. Converter is used to convert the existing path id to new path id. "...creature_add..." is used to change table structure. You can first run the converter, then run the other one. Or run the other one directly and get the new data from the db team. Because it may take hours to run the converter.
*If you have custom data, you may need to run the converter. We suggest you use console to run it It is extremely slow to run the query. If you have multiple paths for a creature in your db, you need to do more work to convert it. However, if you know how to use multiple paths, you should already have more db knowledge than I do and you should know how to convert it.
*There may be a faster query to convert the db. If you know, please tell us. I am no sql expert.
*Backup your db first!
*Thanks to X-Savior and subhuman_bob.
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who want to build ACE from dep/ACE_wrappers.
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*Allow spawn vehicles
*Make vehicles grid objects.
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VladimirMangos
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[7546] move uptime table to Realm database, use realmid column. Author: Triply
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