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Fix memory leak happening when disbanding a group with an ongoing roll.
Please note this is not blizz-like but at least we don't leak memory anymore.
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* Grand Theft Palomino
* Cosmetic issues
* Address CR
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* Implement CMSG_MOVE_TIME_SKIPPED handler and move it to MovementHandler.cpp
* Add better error handling
* Update MovementHandler.cpp
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Fix assert triggered when a spell would trigger another spell in OnEffectHitTarget that would kill the aura owner, then processing the main spell effects. The triggered spell can kill the aura owner, changing its death state to CORPSE and removing auras created.
Fix #21856
Ref 518e6299ca08a362bc3709daaaa5e5d5633d1bf1
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Closes #23006
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UNIT_FLAG_NON_ATTACKABLE makes ingvar become a invalid target and lose threatlist, so me->IsThreatened() will return false.
We dont need it at all, since UpdateAI will handle evade already.
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Doors added in https://github.com/TrinityCore/TrinityCore/commit/1ba09572b5a49d5cd247cdca47109d3325ec12f3
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Cherrypicked of https://github.com/Ovahlord/TrinityCore/commits/4.3.4
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Cherrypick of https://github.com/Ovahlord/TrinityCore/commit/ae440400aaf90de11cf92010839ab98a8403c003
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Higher distance showed in my sniffs is 48 yards (rounding 50 yards). If someone find more then that, please let me know.
Ty killerwife
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Ty killerwife for all help :)
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Allow to specify different Recast settings for different maps, currently handled in GetMapSpecificConfig() as a switch statement.
Set walkableRadius to 0 in Blade's Edge Arena (Map ID 562) so the pets can walk on the thin rope between the bridge and the pillar.
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https://github.com/recastnavigation/recastnavigation/commit/14b2631527c4792e95b2c78ebfa8ac4cd3413363
Rebuilding mmaps IS required
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Fix assert triggered when a spell would trigger another spell in OnEffectHitTarget that would kill the target, then processing the main spell effects. The triggered spell can kill the target, changing its death state to CORPSE and removing auras created.
Fix #22306
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Ported from e9bcae1fada64bc3400c3204f7365edcecd640cc
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Change again how SOAP is stopped if SOAP successfully binds but worldserver fails to bind its sockets.
A crash remains if SOAP fails to bind because it calls exit() and that triggers asserts everywhere.
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Fix worldserver entering a loop when having SOAP enabled but failing to bind both SOAP and worldserver listened socket. SOAP thread would keep trying to bind the socket over and over checking World::IsStopped() condition that was never set to true
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closes #22908
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dual spec
Closes #22953
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visibility distance (#22891)
This can be used for anything really.
Note: This does not make the object active.
#21111 #21681
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cell they belong to
Closes #22720
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Fix possible NULL dereference in GetQuestDialogStatus()
Fixes #22516
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Closes #22946
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it hurted my eyes too much
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* Core/AI: Revamp how UnitAI changes are applied
Revamp how UnitAI changes are applied by storing current AI in a variable and all previous AIs plus current in a stack.
The callers can push/pop AIs on the stack that will take effect only in next Unit::Update() call.
The current AI will be a valid object for the whole duration of Unit::Update() and until next Unit::Update() call.
* Core/AI: Apply new AI change code
* Core/AI: Fix build
* Core/AI: Fix crash on Creature::AIM_Create()
* Core/AI: Fix crash
* Core/AI: Restore ASSERT
* Core/AI: Fix UnitAI not being popped properly when restoring a charmed AI
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- split the quest status check, the quest gossips are different
- remove old hardcoded text (deprecated method)
- enumerate already existing DB gossip menu option items
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Replace the output string when a UTF-8 conversion error happen with an error message instead of using an empty string, swallowing any message that the caller wanted to log.
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Thanks to Keader for the spell_script
Original sql by Tobschinski https://github.com/cmangos/tbc-db/commit/c8f1753834ba3dba4c6263346afe29cd363c2431
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member when dungeon is already in progress
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Quest 12288: Overwhelmed!
- Upon casting the healing quest spell, Wounded Skirmisher (npc_wounded_skirmisher)
shows $r and $c in their reply talk text because of the missing target argument,
hence not targeting the player on the quest (or the specific caster, in this case).
Text used by the NPC Wounded Skirmisher:
0 Ahh.... better.
1 Whoa - I nearly died there. Thank you, $r!
2 Thank you, $c.
Solution: add the missing target name, caster, to the Talk() script line.
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not the desired optimization I was aiming at, ty Shauren
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I'm referencing line 97 from ChaseMovementGenerator.
That commit introduced a modification in this use case:
- Chasing target is not my current victim, I should stop moving till it is my victim again
Changed To:
- Chasing target is not my current vicitm, I should stop chasing
My correction:
- I dont care about the relation of my current victim and my chasing target, I'm commanded to chase, something will tell me to stop chasing
--> Most likely: evade, new attackstart, etc.
the rest are just minor changes
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Fix memory leak reported by ASan happening when ports fail to bind in Authserver
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Fix infinite loop in Power Word Shield triggering back and forth the damage spell between 2 players, both with Power Word Shield
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Closes #22662
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