Age | Commit message (Collapse) | Author |
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* Core/Spells: Fix Seed of Corruption (Warlock) target selection
* unneeded things
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Ref #25649
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Closes #25881
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Ref #25764
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(cherry picked from commit 6dbaba76699400e5c2ef64a0fb478258cd1560b7)
# Conflicts:
# src/server/game/Handlers/CharacterHandler.cpp
# src/server/game/Server/WorldSession.cpp
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Attempt to fix players getting stuck after dying caused by a hack that calls SetControlled(true, UNIT_STATE_ROOT) by calling the opposite when a dead player leaves the instance, i.e. on releasing.
Close #24458
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SetCorpseDelay() (#25989)
Add a second parameter to SetCorpseDelay() that specifies if Rate.Corpse.Decay.Looted setting should be ignored, false by default (aka don't ignore by default).
Add a second parameter to SMART_ACTION_SET_CORPSE_DELAY to specify if Rate.Corpse.Decay.Looted should be included, false by default (aka ignore by default).
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Closes #25870
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Some already are stored in DB. Looks like they all are still valid for master
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* Core/SAI: Add new action SMART_ACTION_SET_HEALTH_PCT
Add new action SMART_ACTION_SET_HEALTH_PCT (142) with one single parameter "percent" to set the Unit health.
Close #25317
* Do not allow 0%
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(#25945)
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* Core/Misc: Fix static analysis issues
* Fix infinite loop in ".debug send opcode"
Fix using uninitialized memory in ".debug send opcode"
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being sold by AHbot
Closes #25930
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Include the number of SetActive objects in ".debug objectcount" command
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* Core/Creature: Add new db field InteractionPauseTimer
Add new db field InteractionPauseTimer to allow to define different interaction pause timers for each creature (the previous system was a global setting in worldserver.conf Creature.MovingStopTimeForPlayer)
* Set all columns in creature_template_movement as optional (can be NULL, default NULL). Fill only the columns that should override the default C++ value
* Use the InteractionPauseTimer value throughout the code instead of Creature.MovingStopTimeForPlayer
* Handle InteractionPauseTimer set to 0 as "don't stop at all"
* Implement InteractionPauseTimer in creature_movement_override
creature_movement_override allows NULL values, in which case the values from creature_template_movement will be used for those columns that are NULL, falling back to default C++ values if creature_template_movement has NULL values too (or no rows for the creature)
* Read default InteractionPauseTimer from worldserver.conf
* Rename 2021_99_99_99_world.sql to 2021_01_22_00_world.sql
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comments and logging (#25885)
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in WorldSocket::HandleSendAuthSession (#25886)
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* Core/logs: added xp info on login & logout
* - Moved getters to header
- Changed %s to %u
(cherry picked from commit bb24c6a11b2410f6dd4ef34f2b7fb87e4b01ba37)
# Conflicts:
# src/server/game/Entities/Player/Player.h
# src/server/game/Handlers/CharacterHandler.cpp
# src/server/game/Server/WorldSession.cpp
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(cherry picked from commit 28d470c50ef6ea72d7609375856e5da005df19ae)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
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(cherry picked from commit b2ddf547ff7acd3dab7c93579d8a44fe825c7ecf)
# Conflicts:
# src/server/game/Miscellaneous/SharedDefines.h
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* Spell should drop charge, only when damage > 30% of total health.
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Circle CI artifacts (#25832)
Co-authored-by: Shauren <shauren.trinity@gmail.com>
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Ref #25764
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TARGET_UNIT_NEARBY_PARTY (#25837)
* Update SharedDefines.h
* Update SpellInfo.cpp
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Typo correction for console & log output `>> Loaded reference loot templates in %u ms`
`refence` --> `reference`
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* Scripts/Diremaul
Diremaul Crystal and Forcefield fix
* Apply suggestions from code review
Apply suggestions
Co-authored-by: MaxtorCoder <warsongkiller.s8@gmail.com>
* Fix stuff
* _private member
* use std array instead of c-arrays and standartized guid container namings
* Process feedback
* finalize
* blubb
* small changes
* whoops
* Process feedback
* Missing include
* Process feedback
* Apply suggestions from code review
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
* remove unused field
Co-authored-by: MaxtorCoder <warsongkiller.s8@gmail.com>
Co-authored-by: Ovah <dreadkiller@gmx.de>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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* Core/Unit: Allow to define Units which can enter water but cannot swim
Allow to define Units which can enter water but cannot swim, i.e. crabs walking at the bottom of a sea.
* Add UNIT_FLAG_SWIMMING to creatures when entering combat
* Fix charmed creatures not entering water
* Always allow Creatures controlled by players to enter water
* Add swimming flag when possessing a unit and remove it properly at the end, even if the creature engaged combat before and after.
When adding/removing UNIT_FLAG_SWIMMING manually calling Creature::RefreshSwimmingFlag(true) might be required.
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Ref #25764
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* Split all addon chat logs into separate log streams
* Add missing channels
(cherry picked from commit ee6e71bbd3338042a3bb56574e7952df52a69f19)
# Conflicts:
# src/server/scripts/World/chat_log.cpp
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(#24503)
* Scripts/Svala SorrowGrave - Fix broken intro event and Ritual of the Sword
* Added missing header for non-PCH build.
* Added error checking for Svala's targeting, and tightened up the timing on the intro event.
* Update WorldDB\Creature_Template_Movement for Svala
* Fix movement during intro and ritual event
* Rename SQL file for merge
Co-authored-by: Carbenium <carbenium@outlook.com>
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Deviate Fish (#25802)
* Scripts/Spells: Implement effect "Party Time" & Add Rejuvenation when eating Deviate Fish
* Rename XXXX_XX_XX_XX_world.sql to 2021_01_06_08_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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* Scripts/Spells: Implement hunter pet talent "Improved Cower"
Closes #25600
* Rename XXXX_XX_XX_XX_world.sql to 2021_01_06_07_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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std::wstring in 309851e. Fixes creation characters with declined russian names (#25797)
Closes #23775
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(cherry picked from commit 4ca15ec065289e12ce95962b3afd89445e141a97)
# Conflicts:
# sql/base/auth_database.sql
# src/server/game/Accounts/RBAC.h
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* New database table `vehicle_template` holds info for despawn delay with option to extend it in the future
(cherry picked from commit c7b10d3c5fd082faf6c2835239e340babc3dfc76)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Entities/Vehicle/Vehicle.cpp
# src/server/game/Globals/ObjectMgr.cpp
# src/server/game/Globals/ObjectMgr.h
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* Core/Misc: fix double empty line
* worldserver.conf
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* Fixed Auto Attack bug on sitting player
* Victim now stands during sleep and stand emotes
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Close #25789
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const*, to signify that outside code has zero business changing these.
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specifying a chance (and other SMART_ACTION_CAST fixes) (#25778)
* Core/SAI: Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specifying a chance
Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specifying a chance, always making the action trigger.
* Fix SMART_ACTION_CAST with SMART_EVENT_FLAG_NOT_REPEATABLE not casting the spell at all if rolled chance was successful but creature couldn't cast the spell
* Prevent linked actions if SMART_ACTION_CAST couldn't be completed and will be retried later
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fixes #25777
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