Age | Commit message (Collapse) | Author |
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* Core/Pets: Pet management refactoring
* Preload basic pet data on character login with async query
* Load additional pet data (declined names/auras/spells/cooldowns) using async query after we are sure pet loading will succeed
* Remove all select queries related to pet stable/unstable
* Remove all silent pet deletions except explicit UI-triggered abandons
* Fixed displaying stable master content when current pet is not summoned
* Allow to stable/swap unsummoned current pet
Closes #3610
Closes #21266
(cherry picked from commit 5c1fc5e3876549f5ed2b9051fffb6f3d94a67d7a)
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* renamed related enums.
* removed unnecessary rank dependency checks.
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Closes #27690
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knows it (#27685)
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destroyed objects as empty
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integrate it with visibility system
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visible objects
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visibility update
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PointsIndexX mods for spells that don't have any effect at that index
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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and add Lava Burst Overload (#27676)
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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#25259)
Check if integral/floating point type arguments were parsed successfully.
std::stoull will happily parse floating point strings until the decimal separator and return the value.
Make sure for all parsing methods that we actually parsed the whole token.
This allows to use handler arguments like Variant<uint32, float> which will be populated with the right type
depending on the token value (e.g "10" vs "10.0").
(cherry picked from commit 7edad0d601a7ae925cba850c5a23019f99be2a1e)
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casting another spell will be retried asap with priority over other events (#25238)
* Core/SAI: Spell casts that cannot be executed because the unit is currently casting another spell will be retried asap with priority over other events
* Core/SAI: Re-sort the events only when needed
* Fix some priority reset and wrong mEventSortingRequired handling
* Code cleanup.
Sort only events loaded from db (not stored events, not timed action list).
* Code cleanup.
Raise priority of failed casts so they are retried before other spells
* Keep priority of the action fails and is rescheduled on next update
* Don't try recasting a spell in SMART_ACTION_CAST if there are multiple targets and at least 1 was successful
(cherry picked from commit ca25e8d0199730c0976ebc37317e9407aceccc34)
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(cherry picked from commit df29f605959aa449a3962199ee1cac3e09e05e38)
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* Core/Shared: Make Emote enum smart
* Scripts/Commands: Use enum type arg for HandleDebugAnimCommand
(cherry picked from commit 86dc58974a46b554042f33df674e3e40ef0cec1e)
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The check above is what I use to actually get a real result for LUA_STR_CHECK, which when I used variables that would have a string to them it actually fails the check. When checking for items like a function if it exists of course it won't work... In addition, fixing the Unk2 to Unk3 causes people to be able to adjust the address of the check to the address 0x00419210 to make warden perform the FrameScript__Execute to run lua on the client. This seems to be the big request like in https://github.com/TrinityCore/TrinityCore/issues/23035
(cherry picked from commit 4125a81bb132c8d108f5bb07787f00a9fadf5838)
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(cherry picked from commit 5e40eb20e2789b86d4786d86b4bbb8ae83de5e1e)
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* Scripts/ScarletMonastery: Fix wrong emote during Headless Horseman encounter
* Scripts/HoR: Fix wrong emote during escape event
* Core/Unit: Make improve type safety of HandleEmoteCommand
Change argument type to the expected enum type Emote
* Scripts/CoS: Use SetUInt32Value to set UNIT_NPC_EMOTESTATE
UNIT_NPC_EMOTESTATE is no flag field
(cherry picked from commit 6c7837f947ff4eb5110a116a371daa6f9e2b3bbe)
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Mostly to make clang-tidy happier
(cherry picked from commit 34d403e83f42304332f89ffc73549f6f2c695ccd)
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remove incorrect check, source:
https://www.wowhead.com/spell=53606/the-light-of-dawn
Flags
Can be used while dead
https://www.wowhead.com/quest=12801/the-light-of-dawn#comments:id=1495830
https://www.wowhead.com/quest=12801/the-light-of-dawn#comments:id=374127
(cherry picked from commit 681c738c61cdf64728fcd86d7598666ab2fd8199)
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(#25229)
* Core/AI: Remove code that removed UNIT_DYNFLAG_LOOTABLE from possessed units
* Update PassiveAI.cpp
Restored logic that removes loot flag while being possessed
* Restored logic that removes loot flag while being possessed
(cherry picked from commit 298d7994850dfc777c56a7672042d78074b67f3d)
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* Scripts/Naxxramas: Adjust Frogger event timer
Co-authored-by: Carbenium <carbenium@outlook.com>
(cherry picked from commit 7035a9caf12c72d6710bfec71dc2641eccf82eaf)
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* Script/Quest: fix (More) Torch Catching.
Closes #24893
Co-authored-by: Carbenium <carbenium@outlook.com>
(cherry picked from commit a375f15ae26472202daf02c88d292f2ce6a1470f)
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(cherry picked from commit 6116e5b38522ccfb00f6c941c75482e05b4c0799)
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switching to melee when the school of the spell they are trying to cast gets silenced (and other cases of spell failure) (#25226)
* Core/SAI: Fix creatures casting with flag SMARTCAST_COMBAT_MOVE not switching to melee when the school of the spell they are trying to cast gets silenced (and other cases of spell failure)
* Core/SAI: Retry casting after 500ms if a cast failed
Fixes #24914
(cherry picked from commit 63a6e1e0480df659e773a3df5e1acc2027ebcf15)
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(cherry picked from commit dd28cecda36ed3912be39d0c3caefef910db707d)
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(cherry picked from commit 0eb49a3cc91a11ca98cce819dd189f1519684c5f)
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Issue introduced in 210176fd915cf4ba16f428d3c1a249a71f4aa7a7
(cherry picked from commit c04f53b886ec27dd8cf100524fe93a71dc4e1aa1)
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Co-authored-by: offl <11556157+offl@users.noreply.github.com>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
Co-authored-by: Treeston <treeston.mmoc@gmail.com>
(cherry picked from commit de56ed87368104780ddfb2e9c082076c9c83d575)
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Close #25789
(cherry picked from commit 1cafd4ef74350cb3656917e8e033a5e21dcce193)
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log, it was launched by windows with same context as crashing thread
(cherry picked from commit dd34651f4d42ca598b2f1b2ed32e27b4742f4be7)
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reason and print directly to file, not to temporary buffer
(cherry picked from commit c5e1b49e8c02386a0e9edf682692dc6d46cc862f)
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(cherry picked from commit 68fdfcaa507d06ce8e823e7848f4c58ef1e62732)
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file being all red in editor
(cherry picked from commit 39c5e03b749d44df346b8f37aed3eb898526365a)
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exception hander
(cherry picked from commit 83ed35fe62c16f5697f253a9a44bba7dcb83e80d)
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interactions (#25168)
* Core/Units: add new functionality for units to block or enable combat entirely via helper to reflect what CREATURE_DIFFICULTYFLAGS_IGNORE_COMBAT and client AI functions imply
* yeah...
* Nuke Creature::IsCombatDisallowed helper as its unused by now
* no combat extra flag may now be changed on transforms if the transformed entry does not have the flag
(cherry picked from commit 764f22fc9157ad184baa38995ee4e2d821299935)
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path
This ensures that we never pass a directory path StartProcess which results in a crash.
Closes #25216
(cherry picked from commit 98b1b20d6beea5e2fdea7e404e8d880953d4b2fb)
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(cherry picked from commit 3c28573d02db98ae8d7a41e04b9715da0556836b)
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attacked (PR #25219)
Closes #24340
(cherry picked from commit db9072a183cd93014d708d67ae3a762fdbf5d095)
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Fixes #24032
(cherry picked from commit 02a018ea1394452896ecdd87c98df5fc8655046d)
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SMARTCAST_COMBAT_MOVE
Fixes #24019
(cherry picked from commit 2910d0fb2436d9865d792ef92cb415f831a0af93)
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* Scripts/Comamnds: Improve ".debug objectcount" command
Include the top 5 most common creatures in the map
* Use C++ features to copy data
* Fix build warnings
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <shauren.trinity@gmail.com>
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <shauren.trinity@gmail.com>
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <shauren.trinity@gmail.com>
* Move CreatureCountWorker out of function and use template for unhandled cases
* Code cleanup
Co-authored-by: Shauren <shauren.trinity@gmail.com>
(cherry picked from commit bd5e832a648aadf1d1be94f913ea00b67398f249)
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