Age | Commit message (Collapse) | Author |
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to quests but not having quest loot
Closes #24474
(cherry picked from commit a26304478d9505713dfadb9b04a3bda4cef57545)
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moving ItemAddedQuestCheck/ItemRemovedQuestCheck after item is added/removed
This is neccessary so that GameObject::BuildValuesUpdate from BuildValuesUpdateBlockForPlayer picks up correct inventory state and sets GO_DYNFLAG_LO_ACTIVATE
(cherry picked from commit 449bd9058bce87ade6831ba38d1a0b83b9cbfb18)
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(cherry picked from commit 99c457c2709fc021b0441d488dc1710b284ee587)
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* Added correct reputation spell for both bosses
* Fixed debuffs remove when deathbringer dies (it also fix recount)
* Changed all DoCast(me, xxx) -> DoCastSelf(xx)
* Removed old reputation hack in DB
* Fixed my OCD with spells enum :)
(cherry picked from commit d1e1b8753c491022055e255fd8c8b4ffbdd87bc9)
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(cherry picked from commit 868748007da3b70e96f10b4689065bd0b3f876c5)
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arguments instead of Position (#24655)
(cherry picked from commit d2b88fbd503565a0289cbaa4bf7315f8c9cf5211)
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Closes #24638
(cherry picked from commit 049cba3ace198ec74a2014e233b33aafbf749a53)
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Closes #24636
(cherry picked from commit 2815db52a643bdfa397317b79d5b3f68995b343e)
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Closes #24635
(cherry picked from commit a2068cade59a067f55d779735ba8bcf5c48f045f)
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Fixes ocean floor pathfinding
(cherry picked from commit 8a779268b601db28005a8348f3c21255718d4526)
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(#27412)
* Tools/MMAPs: Show an error when running mmaps_generator built in Debug mode
* Fix GCC build
(cherry picked from commit 8c80f28581646af110c4d2b316209ef291a95587)
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(cherry picked from commit 869fb748cd4f80b65b154fbd3cb9fa4ee8d64672)
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Reduce chances of breaking tile connections caused by floating point rounding issues.
(cherry picked from commit e615e2ddefd2c18b6dec8e08fb3d17580b64ea99)
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* Vmap: Introduce skipping of antiportals and unreachable mogp
* Reduce differences with master branch
* Update VMAP and MMAP versions
* Update MMAPs version
Co-authored-by: jackpoz <giacomopoz@gmail.com>
(cherry picked from commit d5f1fefe7f6772b11e9fbb052bfd36be9bda98e2)
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(#26324)
* MapExtraction: Fix water height redundancy algorithm ignoring "no water"
* Update MMAP_VERSION
* Change map version
Co-authored-by: jackpoz <giacomopoz@gmail.com>
(cherry picked from commit 00da074109e713280264761eedfbf6e5dc7ef912)
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(cherry picked from commit 42877e75e2a67514dfeb185661e4f397b6eb044a)
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* Build/Misc: Add a few *San CMake flags
Add the following flags for the related tools:
- MSAN for Memory Sanitizer
- UBSAN for Undefined Behavior Sanitizer
- TSAN for Thread Sanitizer
* Remove unused parameter
* Fix UBSan reported issue
* Disable G3D buffer pools when using Thread Sanitizer as it has its custom locking mechanisms
* Code cleanup
* Move threads from maps to tiles
* Move tile building logic to TileBuilder class
* Fix memory leak in TileBuilder
* Fix build
* Store TileBuilder as raw pointer for now, it will be changed later on to use modern C++ constructs
* Fix crash on shutdown
* Revert pvs-studio change
* Fix generating 1 single tile not closing the program
(cherry picked from commit a4e93d779c9638bc0a61cb4405ef28cb935d1065)
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Re-generating MMAPs IS required.
Partially reverts 995a443da219ec773febd7dd29d18f3cefaa1f3b .
Having 2 different slope angles of 55° and 85° created too many polygons to fit in the current mmtile structure. This caused some polygons to become disconnected from each other, creating the old "invisible walls" effect. Because of this and because of the performance hit when loading a mmtile caused by the increase of polygon numbers, this commit reverts the recent changes and sets by default the slope angle to 55°.
Feel free to restore the previous behaviour by running .\mmaps_generator --maxAngle 85 --maxAngleNotSteep 55 , specifying the map id as number if a single map should have different slope values.
This is the last commit that will change MMAPs version to force re-generating them. Any future change that will affect only the generation settings will be optional (but recommended).
(cherry picked from commit 3947e4cb57d4c6adb78cd3cb52718bb88add91fc)
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(cherry picked from commit 3ac1992afbeb1cd7669b300b8ee4131d39f35595)
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performances (#25520)
* Some research about mmaps load performances
* Tools/MMapsGenerator: Add some more input parameters
Add some more input parameters which affect the resulting mmaps:
- --smallOutputSize: sets both walkableSlopeAngle and walkableSlopeAngleNotSteep to 55°, reducing by a lot the .mmtile size and the number of polys. A rcFilterLedgeSpans() call is included too to filter out some polys. Default to false.
- --maxAngle: Restore this parameter removed some commits ago. Specifies the max walkable angle of a Creature when in combat. Default to 85
- --maxAngleNotSteep: Max walkable angle of a Player and of a Creature out of combat. Must be less or equal than --maxAngle. Default to 55.
A performance profiling comparison highlighted that .mmtile load grows exponential with the number of polys. A small server with GridUnload enabled and without preloading all grids on startup will be more affected than a big server with GridUnload disabled and preloading grids on startup.
(cherry picked from commit b6e205f7ef32f7b82644043d82a808e67cc9acb2)
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* Tools/MMAPs: Remove input argument --maxAngle
Remove input argument --maxAngle . This should be just hardcoded in MapBuilder::GetMapSpecificConfig() so all settings are easily found in the same place instead of being spread around.
* Tools/MMAPs: Add new area type NAV_AREA_GROUND_STEEP
Add new area type NAV_AREA_GROUND_STEEP for ground with slope in the range (55, 70] .
NAV_AREA_GROUND is used for ground with range [0, 55] .
NAV_AREA_GROUND_STEEP takes priority over NAV_AREA_GROUND.
* Tools/MMAPs: Fix NAV_GROUND_STEEP flag not being saved in the mmtile
* Core/PathFinding: Implement NAV_GROUND_STEEP flag
Implement NAV_GROUND_STEEP flag, used only by Creatures that are in combat or evading.
* Distinguish between RC_WALKABLE_AREA and NAV_AREA_GROUND.
* Allow mobs in combat to walk on steeps up to 80°
* Allow mobs in combat to walk on steeps up to 85°.
Disable rcFilterLedgeSpans() filter as it removed long steep spans.
* Increase cost of steep spans to try making creatures walk around obstacles instead of walking on them
* Revert last commit
(cherry picked from commit 995a443da219ec773febd7dd29d18f3cefaa1f3b)
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(cherry picked from commit 6e34e07c48000e666ec15b26682eb15fb2f5f901)
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casted by flying units
* Additionally he PathGenerator will now check for realtime movement flags instead of creature based template data only so scripted flying movement and players will now correctly get their path calculated
(cherry picked from commit fdcb7388a64bf61a691535933a9fbae0504b80cc)
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transports
(cherry picked from commit 75ab3619bdec058dcc848ad134c6d5e838e8f6fb)
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* Core/Auras: Attempt to fix infinite loop with aura 18950 on map unload
* Core/Auras: Log a detailed error and assert when failing to remove all auras after a few tries
* Code cleanup
* Fix build warnings
* Fix more build warnings
(cherry picked from commit bd2d60c2676a1d7e843a2a5673b8216bad0768c7)
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to proc twice. (#24627)
https://github.com/TrinityCore/TrinityCore/issues/24608
(cherry picked from commit 4db77bc913a24ce7a14428a2936c836728ba4100)
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* Core/MMAPs: Adjust walkable climb
Adjust walkable climb as recast using walkableClimb also to find the poly from a position, giving priority to polys that are below the position but closer than walkableClimb.
* Temporarily disable static collision (the whole check should be removed)
* Core/Spells: removed deprecated mmap path check for TARGET_DEST_CASTER_FRONT_LEAP
* Core/Objects: allow flying units to use the helper as well (flying units casting radius based spells)
* Code refactor
* Handle raycasts that end in a point with no height in the mmap mesh as PATHFIND_NOPATH
* Walk back a bit from raycast hitpoints as sometime the 2D result point is outside of the polygons due to floating point errors.
* Remove whitespace
* Revert 4a197ba22af4eed01be632ea2dd7d103a963f043 as a raycast point path should have the Z retrieved with getPolyHeight(). Raycast will only return a 2-point path with Start and Hitpoint/End
* Cleanup PathGenerator raycast case
* Fix PathGenerator raycast broken if start and end are on same poly.
Fix PathGenerator raycast broken if no wall is hit.
Remove unused case of using raycast with an existing previous path (can be added back properly if needed).
Remove forcing poly length to 2 when we actually have already the right number.
* Use closestPointOnPolyBoundary on the second try of finding a point on poly for raycast.
Note that in this case the mesh height is not used which might cause issues. The poly boundary height will be used instead.
* Handle cases where getPolyHeight() fails because the point is on polygon border (and caused by floating point imprecision)
* Add far from poly flags
* Set PATHFIND_INCOMPLETE in raycast case if startFarFromPoly or endFarFromPoly
* Fix blink close to walls with no valid polygon behind the wall
* Require to re-extract mmaps
Co-authored-by: Ovah <dreadkiller@gmx.de>
(cherry picked from commit c0b75bf40da8b447a2f3533dabbfad9eba7c6ea1)
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* Core/DBC: Added ChrRacesAllianceType for ChrRaces.dbc
* Core/Character: Check ChrRace DBC playable in HandleCharCreateOpcode
* Core/DBC: Implement ChrRacesFlags removing literals
Cannot take credit for this enum, derived from documentation in
https://wowdev.wiki/DB/ChrRaces
* Core/Character: Check CHRRACES_FLAGS_NOT_PLAYABLE on creation
* Core/DBC: Fix formatting of ChrRaces enums
* Core/DBC: Use ChrRaces CreatureType instead of hardcoded humanoid assumption
* Address enum style code changes
(cherry picked from commit 43b595111dce03258c29fd926201660b9d3acb8d)
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their channel
(cherry picked from commit 1d43003cfa29cee2c7921fdeaa5c1714d085c770)
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(#24618)
(cherry picked from commit e2434e4f4726f9c99f9260607b78ece09b5df249)
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actually port back the previous implementation, now correctly
this implies that a unit that has a different victim than the one its chasing will stand still till either:
- a new movement replaces the current, for w/e reason
- the chase target is again the current victim
probably a pause implementation on the generator is a more elegant solution...
updates #24600
(cherry picked from commit 472e1fd8aeea80c6b32253007a204e645f89dc2e)
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Closes #24577
(cherry picked from commit 91705672181204b8d5f61a1f180b8efa36f57055)
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targets
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* Lil' K.T.
* Rename 9999_99_99_99_world_335.sql to 2020_05_10_00_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 34fecde022e6e2a228111ee79a0e9f5f8a7bed12)
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772f506a3b426e27ee64b0506aed06219c8d7747)
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players that become vehicle during boss encounters or creatures that only are vehicles to show non standard power type)
Closes #24562
(cherry picked from commit 1fecbc6892b41bfe9d1e474d038c3b1f6e2dd125)
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by joshwhedon
(cherry picked from commit 5bbab32793eb66ffb05e88d5dac2bce3de249477)
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ChaseMovementGenerator
(cherry picked from commit ac12bd1391933077e5ad2fa58c7026019853159a)
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lets keep that failsafe there, doesnt hurt
(cherry picked from commit 71ed2e5d5e4b46700a7e02bbdf53e44bfd7b4d14)
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FollowMovementGenerator
ref #24552
(cherry picked from commit de832b698026ead014e1d73969c7bcffeef9b965)
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have other, non-aura effects even if aura will not be applied
Closes #24553
(cherry picked from commit 829cf38c67a70c1e0ec9886562e7ae7ae4fda17d)
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(cherry picked from commit b8422e667b242ae4ab2bbdfda43656ed1fe485ae)
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all path results to avoid falling below wmo surfaces when the mmap path returns unreliable data
(cherry picked from commit a548d9f9b021a54cfc9013b7e104ccf524e88358)
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Closes #24527
(cherry picked from commit 978745220a22a50a918a100c66819915ffe219e8)
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* Core/Objects: further improvements for MovePositionToFirstCollision
* the PathGenerator will now normalize incomplete destinations as well
* normalize destination positions before launching detour raycasts to get better direction data
* exclude unwanted pathfinding results from further use to avoid unintended behaivior
* Core/PathFinding: Split PATHFIND_FARFROMPOLY into PATHFIND_FARFROMPOLY_START and PATHFIND_FARFROMPOLY_END for start and end position
Handle PATHFIND_FARFROMPOLY_END as valid in MovePositionToFirstCollision
Co-authored-by: jackpoz <giacomopoz@gmail.com>
(cherry picked from commit 6485422c6127262855b3c90183388e29dc251de5)
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Closes #24522
(cherry picked from commit 9638f0ad0b70084f06bf3b6a9d9e49f00830772e)
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* removed redundant static LOS checks as they are covered by the mmap raycast prior to the check
* removed unnecessary VMap height lookups to determine rapid falloffs as they are covered by the mmap raycast as well
(cherry picked from commit cf849df50af0e930b08c0fa3cd1bb4426be9c69a)
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