* 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
* fix(DB/Quest): Port Cleansing Witch Hill from Trinity.
https: //github.com/TrinityCore/TrinityCore/issues/22262
Co-Authored-By: Carlos Morales <carlos.morales@insmet.cu>
* ""
Co-Authored-By: Carlos Morales <carlos.morales@insmet.cu>
---------
Co-authored-by: Carlos Morales <carlos.morales@insmet.cu>
* initial
* codestyle
* remove unused taskscheduler
* fix unsummon mechanic
better syntax
* fix other issues
* another issue
* dummy fix
* should fix gossip and event
* attempt to fix movement
* attempt at fixing Bly walk
* also make Weegli hostile + another attempt at move
ment fix
* another attempt at walk fix
* initialise and debug
* debuggo
* v2
* moooore
* oops
* try to fix with boolean again
* fix?
* fixmaybe
* revert
* remove leftovers
* and more on Weegli
* Fix visual crystals
This fixes the crystals not despawning on Medivh's death and being
resummoned after every reset
* Fix summoning circle visual after cleanup
Fix respawn of summoning circle visual NPC
Move respawn to same moment as Medivh respawn
* Fix race condition during script cleanup after event failure
This fixes the bug that rifts still spawn after shield is at 0%,
enabling players to exploit the instance and defeat bosses at their own
pace.
In general, removing rifts schedules spawning of new rifts
After failing the event (shield at 0%) this introduces a race between
rift despawn and (scheduler) cleanup
Fix it by introducing a check if the event has been started and should
still progress.
* Fix softlock of event during break after boss
Make sure that the delay condition is removed if event fails
Meeting certain conditions it was possible to softlock the event by
extending the after-boss-break indefinitely
* Cleanup failed instance without player interaction
This respawns Medivh and re-enables the event 5 minutes after a failure
Retrying the event shouldn't require all players to leave the instance
and to reenter
* Misc cleanups
Remove unused DataTypes
Rename variable to something more self-explanatory
Remove unnecessary checks and make scheduling of rifts more
straightforward
Fix typos