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difficulty 5-man dungeons and outputs sensible text, as opposed to silently doing (or not doing) stuff.
(cherry picked from commit a3b198c7e19d6627e6078702ffcbaa67969e4943)
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a ObjectList*
Applied the same treatment to GetWorldObjectsInDist
Honestly no idea why the original idea insisted so much
on using pointers. No more missing null checks or deletes.
SmartAI's "ObjectList" is now a std::vector instead of a std::list
because no where it was being used as an actual list.
Original idea by DDuarte :P
(cherry picked from commit a97439e8d63c0a78bda8a6ed4801f122385936e3)
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constants
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contains a list of existing tiles to speed up map creation in worldserver
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buffer copies
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files first
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error messages
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instead of LOCALE_enUS
* Also added IsValidLocale helper function
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Closes #24916
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gameobjects added when porting 42f9deb21ec68e169f7ed1c8cf14092f144b22da to 3.3.5
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unneccessary level of indirection
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spell is negative
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and command .maxskill
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(cherry picked from commit 05025d79f3cb34fa135cb820badeef32883f7eb4)
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* DB/Account: update account_access table:
- rename fields id -> AccountID, gmlevel -> SecurityLevel
- add Comment field
- rename command .acc set gmlevel to .acc set seclevel
* Update auth database
* Fix primary key
* Temporary restore old command account set gmlevel with same handler as account set seclevel
Use Optional for realmID - if not set, use -1 (for all realms)
* Rename 2020_XX_XX_00_auth.sql to 2020_06_20_00_auth.sql
* Update auth_database.sql
* Rename 2020_XX_XX_00_world.sql to 2020_06_20_06_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 8e0365d8a6ca5628ad17e6684743d9ab2138c068)
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* TARGET_UNIT_TARGET_ALLY_OR_RAID
* TARGET_UNIT_CASTER_AND_SUMMONS
* TARGET_UNIT_AREA_THREAT_LIST
* TARGET_UNIT_AREA_TAP_LIST
* TARGET_DEST_CASTER_GROUND
* TARGET_DEST_SUMMONER
* TARGET_DEST_TARGET_ALLY
Closes #18558
Closes #18867
Closes #24295
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Thanks ccrs for the formula
(cherry picked from commit 96ee23487fe2a5fc2cf79e5d2ec4ec38b965e70d)
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includes more template love
Closes #19837
(cherry picked from commit 9c24ec5c966da1a78ddd3df6023c6cab43111ebc)
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(cherry picked from commit f9a01c4b691c5d179acd55bfe8db36f21a327dfb)
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- Ninja fix AI factories (restores prev behaviour of not selecting stuff with PERMIT_BASE_NO)
Closes #19831
(cherry picked from commit d56a28afee19741c582ed8e16dbf8e30311f68ea)
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Illidan encounter
(cherry picked from commit 0c6829f7f22f32e602ea6ed440d50f2f596ba998)
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Broken in d6df19cd9948ff6d108f88e0d8c77bdbda5922ab.
(cherry picked from commit 0222d9fc1a5ff4267a907c6b0cc4a1977f519baf)
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canReset attribute was calculated in the wrong way"
This reverts commit 0c1dd398bd80e40961b200494639660d608a3ccf.
Closes #19745
(cherry picked from commit 023d25215574df5463dfe7f11bc996941a5acc2d)
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3a0417f7128292995a4085a0114ed59fbfa64325
to send some info to client
(cherry picked from commit ed43883160f2bb33f7be64362f32e52ea05e3dd6)
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unitTarget was checked twice in Spell::EffectTaunt
(cherry picked from commit 3a0417f7128292995a4085a0114ed59fbfa64325)
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- Get rid of fugly void pointers
- Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code
- Moved IdleMovementGenerator singleton to factory code
(cherry picked from commit ce3787f190d28c1e981598eef2cd24c622a2cbae)
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(cherry picked from commit c3176a814306db20a6f0ff7cdf1baad6bf9c877c)
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per-guid script.
(cherry picked from commit aeaa8ecfabc2885aa24a86ce22034718cb4f62d8)
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(cherry picked from commit 302a039b7c1034ad0be67b1895565caf95853c2b)
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Closes #19823
(cherry picked from commit 1cc0458b114490238ff9cfed78b1932df67def29)
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Instead, fix the underlying issue from 15a207f one level further down - Unit::getAttackerForHelper() shouldn't return units that we aren't in combat with (victim can be such a unit for players/player pets, which can startattack from a distance without entering combat). (#19814)
Fixes the following issues:
- Player pets would aggro neutral mobs as soon as they start autocasting (Imp's Firebolt) if they're in react range (due to victim != null, autocast counts as autoattack and sets victim)
- Neutral mobs would randomly evade when aggro switched between targets.
Closes #19768, #19485 and #10921.
(from PR #19814)
(cherry picked from commit 69fd6245dc41dca658cadb4e99c1ee6593fe000b)
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Closes #19809
(cherry picked from commit dd4ff1fe5458c89fc1d988fcc6ba5792ee482dcf)
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- Creatures should no longer get stuck in evade mode following a target if a spell hits the creature just as it's entering evade mode.
- Fixes and closes #4943. Finally.
(cherry picked from commit 1945874f965a2aef951bc3dfae1144bd42365dcb)
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procFlags, as none has technically hit
(cherry picked from commit 63e502a67dfdfb4edb8a84af630244ac13600b24)
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tank successfully tanked a Cosmic Smash and got knocked up. Shadow priests everywhere rejoiced.
(cherry picked from commit b6a4e9f3f9aca8e82e4b8cc1868e4b24dd2bba6f)
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Closes #19769
(cherry picked from commit f2b0819e5368b2b8e8865b13555c140e4f9a59a7)
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(cherry picked from commit 1c528c30f8ca5717c5d9a88dbceb14c31d825036)
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