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Fix (Core\Script) Map Calculation Rewrite #8775
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This is to address Blink, Warrior's Charge, and other vmap calculated functions that may be problematic in certain cases.
I request the Tester's needed. We will need alot of testing before any possiblity of merging is to be considered. |
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Seems fine now
Build is failing
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its gonna be one of those days with the compiling testing. im on it. |
At this point i fix one thing with float to bool i end up getting another one. This is starting to extend my reach of what i want to do, and seems to be leaning towards a massive core rewrite which i just dont have the time or the patience for. I will have ask for a help wanted tag for the time being. This pr does compile and can be tested in game. However that is no excuse for failing compile testing. |
I will test this PR in two days |
Because it conflicts with one of my PR, I can't test it |
ok. so extensive testing on my end. there appears to be select issues with blink allowing the priest character to mesh under GAMEOBJECTS. I suspect this is another issues dealing with the version of vmaps\mmaps we have currently on azerothcore. This PR will need to sit stagnant until we ever upgrade maps to a higher revision. |
Current this is how it looks with this PR. Show casing Warrior's charge and Blink below: Warriors Charge: Blink with the vmap issues at the end: So far only blink suffers the issues as we need to have the vmaps be in line with version 4.8 |
Does this need to be tested yet or is this WIP? |
Current Status: Results: |
i need to retest to see if blink is still clipping thru game objects like bridges and stones, houses, whatever. |
I ported this from TC Maybe it will help for charge idk |
i will look into that later. but there was other reasons for this pr besides charge. |
CURRENT STATUSOnly one issue left. |
Co-authored-by: Kargatum <dowlandtop@yandex.com>
Co-authored-by: Kargatum <dowlandtop@yandex.com>
{ | ||
G3D::Vector3 v(x, y, z); | ||
G3D::Ray r(v, G3D::Vector3(0, 0, -1)); | ||
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing); | ||
impl->intersectZAllignedRay(r, callback, maxSearchDist); | ||
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if (callback.didHit()) | ||
if (dCallback) |
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dCallback
is always null, so this is completely useless.
Sorry, but to me all the changes done here are nonsenses |
it stops the undermshing and been stopping all undermeshing for a while. i encourage u to try the pr and see first hand. |
I don't need to test it - I just see the code.
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if you feel like all this is happening with out testing then you are welcome to close the PR. |
Yes - I'm pretty sure. |
CURRENT STATUS
Only one issue left.
Blink and any front Leap spell seems to clip thru floors and bridges. Terrain ground and gameobjects is fine. Just need to figure out the going thru the floor and bridge issue now.
Purpose of this PR:
This is to address Blink, Warrior's Charge, and other vmap calculated functions that may be problematic in certain cases.
Changes Proposed:
This is to address various issues of Blink, Warrior's charge, and other vmap related calculated funcitons.
Issues Addressed:
Errornous vmap calculation handling.
Tests Performed:
Builds and compiles with no issues. Other scripts adjusted in core with this pr.
How to Test the Changes:
Known Issues and TODO List:
Test any variations where vmap calculations may be needed.
Test whatever quest\scenario\instance that the spell script spell_svalna_revive_champion is performed. located in northerned map.
Test Exsisting transports to ensure u can still ride from point a to point b (Horde blimps), Flight manager.
How to Test AzerothCore PRs
When a PR is ready to be tested, it will be marked as [WAITING TO BE TESTED].
You can help by testing PRs and writing your feedback here on the PR's page on GitHub. Follow the instructions here:
http://www.azerothcore.org/wiki/How-to-test-a-PR
REMEMBER: when testing a PR that changes something generic (i.e. a part of code that handles more than one specific thing), the tester should not only check that the PR does its job (e.g. fixing spell XXX) but especially check that the PR does not cause any regression (i.e. introducing new bugs).
For example: if a PR fixes spell X by changing a part of code that handles spells X, Y, and Z, we should not only test X, but we should test Y and Z as well.