* Bug fixes - Corrected std::chrono from seconds to milliseconds - Got rid of leftover code that caused objects to not show up on time * Removed logic to set gameobject as active - More alignement with TC. - Reduces CPU usage drastically * Revert back to using time_t instead of std chrono * Invoke SetNoCreate() method to reduce CPU usage drastically * Remove setActive from static and motion transports * Fix performance issues * Added SetFarVisible to WG and some dungeon scripts - Also removed setActive(true) from creatures in Wintergrasp. As for gameobjects they are set to active upon being damaged/destroyed and removed from active on rebuild (reset) * Removed comments related to VISIBILITY_COMPENSATION * Fix log * Deleted unused files + corrected a check * Added missing header * Removed unused parameter * Removed another unsued parameter * Changed vector to set for i_visibleNow - Changed vector to set for i_visibleNow in VisibleNotifer - Adjusted HaveAtClient to accept Object* - Adjusted SendUpdateToPlayer to send createobject packet only if not known to client |
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|---|---|---|
| .. | ||
| Auras | ||
| Spell.cpp | ||
| Spell.h | ||
| SpellDefines.h | ||
| SpellEffects.cpp | ||
| SpellInfo.cpp | ||
| SpellInfo.h | ||
| SpellInfoCorrections.cpp | ||
| SpellMgr.cpp | ||
| SpellMgr.h | ||
| SpellScript.cpp | ||
| SpellScript.h | ||