* Updated submodule src/modules/Eluna
* Updated submodule src/modules/SD3 (related to Dire Maul fixes pt2)
* Dire Maul fixes pt2 and GameObjectAI implementation
- Now Fixed trap works correctly
- Add correct handling for chest Gameobjects
- "Fixed Trap" is now working
- Fix Gossip issues (see related DB update)
- Implement GameObject AI
* Fix missing includes for std::unique_ptr
- The gnome engineers have finally repaired the computers of DeeprunTram, and now both trams travel properly between stations.
- The pets try hard to learn the paths. For example, they will now properly follow their masters on bridges.
- There are now 2 types of transporters: local transporters (elevators, platforms) and global transporters (ships, zeppelins).
- Some obsolete methods have been removed.
- Some methods have been rewritten to make room for the final phase.
- As long as we send the correct rotation quaternion to the client, the GAMEOBJECT_FACING must be set to 0
- GameObjectModel internal rotation matrices now take into account the rotation quaternion
- fix the GO's type 8 (traps) to trigger on more conditions. This solves the annoying issue of Basic Campfires not giving spirit buffs.
- fix and simplify the Player::addSpell function. All credits go to @Olion17 for refactoring the code.
- having the trap GO's more responsive, let's hope the issue https://www.getmangos.eu/issue.php?issueid=735 is finally solved.
- ported commits from cmangos repositories
- also:
+ fix Movement::MoveSpline::ComputePosition to return only positive angles
+ improved algorithm for finding a random reachable point on ground
Non-rogues may see armed (wild or enemy) traps only having proper invisibility detection and using stealth rules
Rogues may see such traps anyway but if without proper aura, then at the minimal distance (with chance to disarm still)