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Handle path on the same polygon between 2 very close positions as a normal path.
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end are on the same polygon (#24083)
* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Second try of handling paths on same poly in a better way than just building a shortcut
* Fix movement generators using paths with start/end positions far from mmap polygons
* Include flag PATHFIND_FARFROMPOLY even with a normal path if start or end were far away from mmap poly
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(#24062)
* Step 1: Rename GO_STATE_ACTIVE_ALTERNATIVE to GO_STATE_DESTROYED
* Update src/server/shared/SharedDefines.h
Co-Authored-By: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
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* Scripts/Violet Stand: Warmages
* Rename 9999_99_99_99_world.sql to 2020_01_19_02_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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* Scripts/Transitus Shield: Warmage
* Scripts/Transitus Shield: SQL fix
* Scripts/Transitus Shield: improve SQL
* Rename 9999_99_99_99_world.sql to 2020_01_19_01_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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Temporarily revert 29bf280e3496cf13c24ccb20e37da29d3bfa74d9 since our recast implementation always expects a path to have different polygons.
A proper fix will be implemented later on, splitting a path with 1 single polygons in smaller steps in a similar way of how FindSmoothPath() works
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Fix Ominous Clouds being only clockwise, now they move both clock and counter-clock wise.
Add a workaround for GenericMovementGenerator not handling correctly cyclic splines started by MoveCirclePath(), stopping the movement after a single round. The workaround code can be removed once the bug in GenericMovementGenerator is fixed.
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by xvwyh
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Closes #24030
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* Fixed PvP Combat timer never gets refreshed while meleeing
* Apply Treeston feedback
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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* spell_gen_turkey_marker::OnPeriodic: Pop expired stack timestamps from tracking list.
* Be a bit more explicit about the data type of removedCount.
* Formatting nudge.
* Remove brackets.
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objects which was accidentally removed in f0f4a620fbeef9cc450d1294c1964fe98e45645d breaking Far Sight (#24046)
Fixes #17081
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npc_green_dragon_combat_trigger
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Dreamwalker
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duration down to 2 weeks
* the new field must be set for every new holiday date entry to take effect if you want to override the duration of the given
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end are on the same polygon (#24036)
* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Fix path generator returning shortcuts when start and end are on the same polygon by handling this case as if start and end were on 2 different polygons. This will ensure BuildPointPath() gets called which calls FindSmoothPath(), making sure each step is not longer than SMOOTH_PATH_STEP_SIZE (4 yards)
* Change ingame cast error message to SPELL_FAILED_NOPATH from SPELL_FAILED_OUT_OF_RANGE if the generated path is too long
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Closes #23658
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Closes #24034
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Say bye bye to every year changing dates
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(cherry picked from commit 5dd6d31c01dcc48f3d286196808ca0f6de9eaf04)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartScriptMgr.cpp
# src/server/game/AI/SmartScripts/SmartScriptMgr.h
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* Core/Movement: Fix fleeing speed to 66% run speed
Fix fleeing speed to 66% run speed until the creature starts returning home
* Fix build
* Don't check speed type
* Don't apply speed reduction twice
* Fix no-pch (1st try)
* Make sure every spell focus is interrupted when seeking assistance
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Closes #21562
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* Core/MMaps: Fix charge underwater
Fix charge sometimes returning "no path available" when swimming/underwater.
Fix charge selecting a destination point 4 yards above swimming/underwater targets
* Allow falling units to charge targets that are below (lower Z coordinate)
* Disable "raycast" pathfinding as it's not blizzlike.
This might show some strange paths when charging with a target in front.
It also fixes some falling undermap issues.
This Reverts 272009ebeed80bc7749c004348fb1057761cf268
* Remove Z offset when charging a target as it never made sense
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After 9c603ea87f09c47d52f093ccc73ee75c15eff6f5, dead creatures will tick UpdateAI
Closes: #24012
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Closes #22090
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* Core/Movement: Fix wrong orientation set when pausing movement
* Update MoveSpline.h
* Update Unit.cpp
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Closes #23996
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Closes #24008
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* additional output for additem command
when removing items with additem:
if the user provides an amount too large of a negative amount, the command will now output the amount of items that could not be destroyed.
* renamed sql file to hopefully avoid conflicts
* added clarification to failure string
* changed unneeded else if condition to else
* code style; braces
* Update and rename 9999_99_99_99_world.sql to 2019_12_28_01_world.sql
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Fix AssistanceMovementGenerator using 100% MOVE_RUN speed instead of 66% . Please note that the fleeing mechanic still has some open issues that this single commit doesn't fix
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