| Age | Commit message (Collapse) | Author |
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Closes #19030
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Corrected Dispel check in sanctuary area
Added root check for SPELL_EFFECT_JUMP and SPELL_EFFECT_JUMP_DEST
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Closes #16099
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Closes #5018
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changed the functionality to properly reset all possible criteria with given condition
Closes #18905
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- Shouldn't compare immunity to spells without schoolmask
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despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
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- Fixed possible exploit with tamed pets having template immunities
- Implemented binary resistances
- Corrected resistances calculations
- Pets properly inherit players spell penetration
- Fixed doubled block calculation for damaging melee spells
- Auras removing snare effects will only remove the snaring component
- Shapeshifting will properly remove movement impairing auras only and not crowd control (dragon's breath)
- Immunities are properly checked versus all schools appearing in spell, unit is immune only if immune to all schools
- Spells with melee and magic school mask should compare armor reduction with resistances and select smaller reduction
- Demonic Circle: Teleport no longer removes root effects
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* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove
* remove some possible references item may have when it is deleted during save.
* Also clear all hostile references when unit is removed from map.
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function (#18893)"
This reverts commit bc95fce93f5f3d0057f6d766567cbd6c341737b8.
See #18893.
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(#18893)
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Closes #10017
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cannot be added to inventory instantly (full or any other reason) (#19037)
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* Fixed spell timers
* Improved Codestyle
* Fixed minions number in 25 man
* Fixed movement
* Implemented DespawnAtEvade
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(cherry picked from commit 787adc24b2d1a7a3c03ecfed57de27631359ef65)
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reach (#18909)
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unit is despawned instantly in air) (#18995)
Do not allow to start waypoint movement when unit is dead
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Closes #19005
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characters
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properly awarded when you have required amount of mounts, not earlier (#19002)
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Updated year, bye bye 2016!
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* Remade who list processing, requests are now processed in maps. Player entries are now copied every 5 seconds to dedicated storage (avoids usage of hashmapholder mutex)
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By Keader
Ref #18452
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Changes list:
- Added CharacterGuidByNameContainer which contains name -> guid unordered map (updated along CharacterInfo)
- Extended CharacterInfo structure with GuildId
- Extended CharacterInfo structure with ArenaTeamId[3], for all possible teams (2v2, 3v3, 5v5)
- Removed CHAR_SEL_GUID_BY_NAME and CHAR_SEL_CHAR_GUID_BY_NAME synchronous queries, name -> guid can be now retrieved in World::GetCharacterGuidByName
- Removed CHAR_SEL_GUID_RACE_ACC_BY_NAME synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_CHAR_LEVEL synchronous query, level can be retrieved by guid
- Changed CHAR_SEL_CHARACTER_ACTIONS_SPEC to asynchronous query, action bars are now loaded asynchronously
- Removed CHAR_SEL_CHARACTER_NAME_CLASS synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_PLAYER_ARENA_TEAMS and CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID synchronous queries, arena teams are now stored in CharacterInfo
- Replaced synchronous db calls with CharacterInfo lookups
- Removed ObjectMgr::GetPlayerGUIDByName, as it used db query
- Replaced some unnecessary UpdateObjectVisibility() calls because they were either duplicated (called few lines above in other function) or it is enough to call DestroyForNearbyPlayers because object is being removed or should be invisible and DestroyForNearbyPlayers is faster
- Corrected typo in Player::DestroyForPlayer, only items in slots 0 to EQUIPMENT_SLOT_END are sent to other players
- Renamed Player::GetGuildIdFromDB to Player::GetGuildIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetArenaTeamIdFromDB to Player::GetArenaTeamIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetLevelFromDB to Player::GetLevelFromCharacterInfo and changed the function to use CharacterInfo structure
- Removed GameEventMgr::_questToEventLinks and associated functions, eventId is now stored in Quest class under _eventIdForQuest variable
- Changed some functions checking quest status to use other functions for quest status check instead of duplicating code
- Removed callback from add friend, because we can get the guid from appropriate storage, no need to make db query
- Removed callback from add ignore, because we can get the guid from appropriate storage, no need to make db query
- Added callback to unwrap wrapped items asynchronously
- Removed synchronous select in tutorials to check if we have any entries in db, if any entry exists in db, m_TutorialsChanged variable will have TUTORIALS_FLAG_LOADED_FROM_DB flag added and it is no longer necessary to query database
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Closes #18095
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that spell cast at target standing at the max possible range is finished properly even if target moves a little (#18969)
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problems with autoshot (#18918)
Closes #13595
Closes #14460
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for boost 1.55.0
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(cherry picked from commit e8273b7b37c86afe42f962f17a5e523e70d97f7d)
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(cherry picked from commit 0314abc26a8d17cb630c658634b5ad292ece8a88)
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callback handling
(cherry picked from commit 8e2634b2b49eb814b8cc425a060b2f160dbb49b7)
Conflicts:
src/server/bnetserver/Server/Session.cpp
src/server/bnetserver/Server/Session.h
src/server/database/Database/QueryCallback.cpp
src/server/game/Handlers/CharacterHandler.cpp
src/server/game/Handlers/SocialHandler.cpp
src/server/game/Server/WorldSession.cpp
src/server/game/Server/WorldSession.h
src/server/game/Server/WorldSocket.cpp
src/server/game/Server/WorldSocket.h
src/server/game/World/World.cpp
src/server/game/World/World.h
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(cherry picked from commit 73e61fa652d1233bfff1db91fa2bca8c317c8caf)
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(cherry picked from commit fcabeed7544285f3244465ccfc5337c59e63c6b0)
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(cherry picked from commit e01bb918875f88ede211fc13ff3908e30249de33)
Conflicts:
src/server/game/Entities/Player/Player.cpp
src/server/game/Entities/Player/Player.h
src/server/game/Entities/Player/SocialMgr.cpp
src/server/game/Entities/Player/SocialMgr.h
src/server/game/Handlers/MiscHandler.cpp
src/server/game/Server/Packets/MiscPackets.cpp
src/server/game/Server/Protocol/Opcodes.cpp
src/server/game/Server/Protocol/Opcodes.h
src/server/game/Server/WorldSession.cpp
src/server/game/Server/WorldSession.h
src/server/shared/Database/Implementation/CharacterDatabase.cpp
src/server/shared/Database/Implementation/CharacterDatabase.h
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