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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
(cherry picked from commit 46c7446bd4ef606b1091c1582df50e027fab28b6)
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Closes #23006
(cherry picked from commit 806dd940cec8352cc3a619b9cab39c95d7b86e59)
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(cherry picked from commit 33b0654f8eb7aedf2a5a7d6b88f222ce31d20331)
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(cherry picked from commit 6545cd33b91468de7c1b4beb77cdeb4ecb77f501)
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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.
(cherry picked from commit 71dde16ce9a9c7904a2902ae288b3f05851224ac)
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Doors added in https://github.com/TrinityCore/TrinityCore/commit/1ba09572b5a49d5cd247cdca47109d3325ec12f3
(cherry picked from commit 06078e30c6f1d6e2ab1dcecbba15127b07b32bb7)
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Cherrypicked of https://github.com/Ovahlord/TrinityCore/commits/4.3.4
(cherry picked from commit 1b346485e40ddee958c116579d93bcff063021a5)
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Cherrypick of https://github.com/Ovahlord/TrinityCore/commit/ae440400aaf90de11cf92010839ab98a8403c003
(cherry picked from commit 00958c9178781ac11a9dcabd034ed2e82120fad6)
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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
(cherry picked from commit fd69c133b10e289167f34438cb34fb5d4a141b4c)
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Ty killerwife for all help :)
(cherry picked from commit ef6240312ceb08f253a492db88eebd182925211f)
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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.
(cherry picked from commit e4658a1307b1d52a4e6a0ed67f7dff92f02c090d)
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https://github.com/recastnavigation/recastnavigation/commit/14b2631527c4792e95b2c78ebfa8ac4cd3413363
Rebuilding mmaps IS required
(cherry picked from commit 5ff88ea04aec4677f1c1d669674e5442288a25e3)
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(cherry picked from commit 813cf761fcf8737e50486672be28900c9cf4f36f)
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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
(cherry picked from commit 518e6299ca08a362bc3709daaaa5e5d5633d1bf1)
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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.
(cherry picked from commit d05ab073cb102a4f868b0fda51ef4368350ded32)
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(cherry picked from commit 46f2595f511011d577be0ecee3d9f44c980ddc92)
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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
(cherry picked from commit 85e3169fbd7b2da70e0f054399f4db64ded36325)
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closes #22908
(cherry picked from commit c5423fa474273400982b277c82bb38385b2798e1)
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cell they belong to
Closes #22720
(cherry picked from commit ec1cfa36f4c286ad8037516460a4e99ea5d7a5ed)
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Fix possible NULL dereference in GetQuestDialogStatus()
Fixes #22516
(cherry picked from commit 6859dfa2d157f0d174004a00a9d047d6eb38f9a1)
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Closes #22946
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it hurted my eyes too much
(cherry picked from commit 954fd2639a5745c8f5165f329f64a143c6ffc5f7)
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Closes #27168
Closes #27247
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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
(cherry picked from commit 8f9654d8176646c3076482477fc4b91011fb83cc)
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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
(cherry picked from commit a8558c4361a7e3560c094886ef3072d46c64de44)
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(cherry picked from commit 901af6546bed3e707b81c272774c414baaf8dd50)
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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.
(cherry picked from commit bdb7e6e5e81e0d9376c9c803bae9da470b02d8cd)
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Thanks to Keader for the spell_script
Original sql by Tobschinski https://github.com/cmangos/tbc-db/commit/c8f1753834ba3dba4c6263346afe29cd363c2431
(cherry picked from commit fb28083b3b2966952b1227f6585b48fcc70dbe7a)
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member when dungeon is already in progress
(cherry picked from commit 7fb52334b2fea4bdd3a83c6af4dbcc39cacb41a9)
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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.
(cherry picked from commit 95398fadf958d40ba6755a6c2f7b374f0a36b7c7)
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not the desired optimization I was aiming at, ty Shauren
(cherry picked from commit 9695c3d46d752d23817da9255b1c02f79faceabd)
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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
(cherry picked from commit 9080e7863c28df7dc1c2af321964776e7b59e41a)
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Fix memory leak reported by ASan happening when ports fail to bind in Authserver
(cherry picked from commit 57d7b194522d6d44f4d2e9400c03cfc13d5a706a)
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(cherry picked from commit 4c53dd930eb13d9e2df93061ec5fe4a6139e744c)
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Closes #22662
(cherry picked from commit 21030d0cd06ff566ce82efe768a0b57425e5d126)
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(#27267)
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when name is empty
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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Unit::SetFeatherFall and Unit::SetCanTurnWhileFalling
Co-authored-by: Shauren <shauren.trinity@gmail.com>
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* Add duration override argument to StartCooldown (for cooldowns sent to client)
* Research new SMSG_SPELL_COOLDOWN flags
* Send interrupt school lockouts with newly defined SPELL_COOLDOWN_FLAG_LOSS_OF_CONTROL_UI
* Fixed packet structure of SMSG_MODIFY_COOLDOWN
* std::chorno-ification
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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