Age | Commit message (Collapse) | Author |
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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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Add more LOS checks to ensure Units don't cross trees/walls when fleeing/moving
(cherry picked from commit 13ad8b66d9f4abcb55b4369a24d89d8cde3ca361)
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(SPELL_EFFECT_CHANGE_BATTLEPET_QUALITY) (#27425)
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Ensure to load the grid of TempSummons owned by Players when the relocate to another cell
(cherry picked from commit afbc47891965f9c31c4b31c66931a2dbc9846f93)
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(cherry picked from commit 175eba74aee742b8aa97b940983a0ddbd7b4bdf7)
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caster is offline or despawned
(cherry picked from commit 046e98bc5da89c31af9f68d18d78d8f8e9161f6a)
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(cherry picked from commit 68fa3091a2d5497041e2fbc49c6caa4cb11f73d4)
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Closes #23977
(cherry picked from commit c5c46fed6a5ba894827173d489361b9892560d5b)
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(cherry picked from commit 9bed0aa8d8fc5f9526fc756e3961ed25f703de79)
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(cherry picked from commit 26faca51cd42fdc0778f4ed5a7efd2b44654f726)
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(cherry picked from commit 462b63957aa821b388a88a741c9eb9bb59491b4a)
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* Boss/Script: Fix Mechano-Lord Capacitus's Nether Charges
Closes #23973
* Update boss_mechano_lord_capacitus.cpp
* Update boss_mechano_lord_capacitus.cpp
* Update boss_mechano_lord_capacitus.cpp
* Rename 2019_12_99_99_world.sql to 2019_12_19_00_world.sql
(cherry picked from commit efcbfa5c24b32fe7bc7015a953f0926e375a6a6b)
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(cherry picked from commit 74f92d776b2c85c8795bae1a216abd8e7ea204fa)
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(cherry picked from commit 4d89da56c18542f78f7ca29d57a06f08ffa3cef7)
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(cherry picked from commit e457b77b4b8d8fcb8dcb916170e3b40273f0b966)
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Close #23969
(cherry picked from commit f20265feafbf28f722338649740bd11a9e48f2e7)
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The errors still need to be addressed.
Close #23225
(cherry picked from commit 54f94567649c78d146f4087cc874e4d0cbcff28b)
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(cherry picked from commit ecd4ffc1ceac6b1d6e9f86f192673ce95f94aaae)
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Making Aokromes happy
(cherry picked from commit 58b5ea9f955007bcd43a4589dc757ce2eedd6bbd)
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Closes #22407
(cherry picked from commit c22b1e6cb46ff76729f44eb846043e1614abc9f9)
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Ref https://github.com/TrinityCore/TrinityCore/pull/22922
(cherry picked from commit 8b03fe95061f870efbe5352530c25a0175c4d8ee)
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Closes #23966
(cherry picked from commit 366ec081607a04de0195672c87711ce0dcc38dfd)
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* Scripts/VioletHold: Minor improvements
* Now we can teleport inside with gossip if event is in progress
* Improve HavePlayers() check logic
* Remove a pointless comment
suggested by shauren
* Move CheckWipe function to execute every 3 seconds instead every map update
suggested by Riztazz
* I supose Riztazz forgot add this to repeat every 3 seconds
(cherry picked from commit f661bc6c39596666da692297ef3fac13264f5840)
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(cherry picked from commit d8e12d826c300704d027970a93c5943798be8186)
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Closes #23874
(cherry picked from commit d4b00df78191bb0e6b79bc99e6ca7a2bf8091eba)
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Closes #23916
(cherry picked from commit 6db4bf66715a775ab85c7e82e9b9733c891e450e)
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* updated script model to new standard
* corrected spell usage and timers based on sniff data
* removed hacks
(cherry picked from commit 60763fc5e2d7bb32150d8e03bfd0fb3e7cb890f3)
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(cherry picked from commit 3842ab2781e4ca518d98d4f50566e42eeced18bf)
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* Core/GameObjects: Skip LoS checks for traps
* Core/GameObjects: Fix spells cast by traps missing always
* Scripts/Spells: Fix WSG heal buff not healing
The WSG green heal buff is now cast by a GameObject so the spell target should be used to calculate the healing, not the GameObject.
(cherry picked from commit 909941e1b44250b0fa646d363af817f40ca48355)
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(cherry picked from commit 4ddf7f59761df525e6ab5ef99175258a1d86101d)
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std::uniform_*_distribution to restrict result range instead of doing that ourselves
* Seed SFMTRand with more values for its state
(cherry picked from commit 73bc3d8ea49a4793b14976e86010a36f19c1d18b)
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https://github.com/MersenneTwister-Lab/SFMT
* only needed files added
* used CMake and SFMTRand from https://github.com/TrinityCore/TrinityCore/pull/23240 (Thank you Artox)
(cherry picked from commit 4e0279b0e48c9992842010b9f3f132e54a460128)
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fixed by sirikfoll
(cherry picked from commit 42f1861f3023af2eff66dc64e78164f3c480337e)
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