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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Update Vmaps | Mmaps | Recastnav and fixed FleeingMovement
- Fixes getHeight collision (Map height is now calculated properly core-side, extraction of Maps, Vmaps is required) - Fixes invisible walls causing LoS errores and wrong pathing in some zones. - Mmaps update, padding is used, now to ensure proper binary-identical mmtiles - Updated Recastnav to work properly with new updates - Updated Area Storage - Implement Map out of Bound (players will pop on closest graveyard if out of bounds) - FleeingMovementGenerator updated, LoS calc to not go out of bounds or in/under textured when fleeing - Added command .mmap, port from TC (info about mmaps)
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@@ -33,7 +33,7 @@ set(collision_STAT_SRCS
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include_directories(
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${CMAKE_BINARY_DIR}
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${CMAKE_SOURCE_DIR}/modules/worldengine/deps/g3dlite/include
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${CMAKE_SOURCE_DIR}/modules/worldengine/deps/recastnavigation/Detour
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${CMAKE_SOURCE_DIR}/modules/worldengine/deps/recastnavigation/Detour/Include
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${CMAKE_SOURCE_DIR}/modules/worldengine/nucleus/src
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${CMAKE_SOURCE_DIR}/modules/worldengine/nucleus/src/Configuration
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${CMAKE_SOURCE_DIR}/modules/worldengine/nucleus/src/Debugging
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@@ -34,7 +34,7 @@ namespace VMAP
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float iScale;
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void init()
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{
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iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pi()*iDir.y/180.f, G3D::pi()*iDir.x/180.f, G3D::pi()*iDir.z/180.f);
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iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pif()*iDir.y/180.f, G3D::pif()*iDir.x/180.f, G3D::pif()*iDir.z/180.f);
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}
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G3D::Vector3 transform(const G3D::Vector3& pIn) const;
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void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; }
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