This file contains the changelogs of all big API changes.
PrepareStatment
- setNull(...) + SetData(...)
- setBool(...) + SetData(...)
- setUInt8(...) + SetData(...)
- setInt8(...) + SetData(...)
- setUInt16(...) + SetData(...)
- setInt16(...) + SetData(...)
- setUInt32(...) + SetData(...)
- setUInt64(...) + SetData(...)
- setInt64(...) + SetData(...)
- setFloat(...) + SetData(...)
- setDouble(...) + SetData(...)
- setString(...) + SetData(...)
- setStringView(...) + SetData(...)
- setBinary(...) + SetData(...)
Fields
- GetBool() + Get<bool>()
- GetUInt8() + Get<uint8>()
- GetInt8() + Get<int8>()
- GetUInt16() + Get<uint16>()
- GetInt16() + Get<int16>()
- GetUInt32() + Get<uint32>()
- GetInt32() + Get<int32>()
- GetUInt64() + Get<uint64>()
- GetInt64() + Get<int64>()
- GetFloat() + Get<float>()
- GetDouble() + Get<double>()
- GetString() + Get<std::string>()
- GetStringView() + Get<std::string_view>()
- GetBinary() + Get<Binary>()
- time(nullptr) + GameTime::GetGameTime().count()
- sWorld->GetGameTime() + GameTime::GetGameTime().count()
- World::GetGameTimeMS() + GameTime::GetGameTimeMS().count()
We suggest that you always use the latest version of our master branch. https://github.com/azerothcore/azerothcore-wotlk/tree/master
For server administrators: instructions about how to upgrade existing servers are available here.
This PR removes the modelId column from creature table to allow us to move to a dual entry spawn system.
If this causes an issue for in game or custom spawns the following line of SAI can update the modelId.
(#entryorguid,0,0,0,11,0,100,0,0,0,0,0,0,3,0,#modelId,0,0,0,0,1,0,0,0,0,0,0,0,0,“Creature Name - On Spawn - Change Model to #modelId”),
Special thanks to @Shin @Kitzunu @M'Dic for assistance.
// Unit.cpp virtual void Talk(std::string_view text, ChatMsg msgType, Language language, float textRange, WorldObject const* target); virtual void Say(std::string_view text, Language language, WorldObject const* target = nullptr); virtual void Yell(std::string_view text, Language language, WorldObject const* target = nullptr); virtual void TextEmote(std::string_view text, WorldObject const* target = nullptr, bool isBossEmote = false); virtual void Whisper(std::string_view text, Language language, Player* target, bool isBossWhisper = false); virtual void Talk(uint32 textId, ChatMsg msgType, float textRange, WorldObject const* target); virtual void Say(uint32 textId, WorldObject const* target = nullptr); virtual void Yell(uint32 textId, WorldObject const* target = nullptr); virtual void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false); virtual void Whisper(uint32 textId, Player* target, bool isBossWhisper = false);
// Object.cpp void MonsterSay(const char* text, uint32 language, WorldObject const* target); void MonsterYell(const char* text, uint32 language, WorldObject const* target); void MonsterTextEmote(const char* text, WorldObject const* target, bool IsBossEmote = false); void MonsterWhisper(const char* text, Player const* target, bool IsBossWhisper = false); void MonsterSay(int32 textId, uint32 language, WorldObject const* target); void MonsterYell(int32 textId, uint32 language, WorldObject const* target); void MonsterTextEmote(int32 textId, WorldObject const* target, bool IsBossEmote = false); void MonsterWhisper(int32 textId, Player const* target, bool IsBossWhisper = false); void SendPlaySound(uint32 Sound, bool OnlySelf);
- creature->MonsterSay(text, LANG_XXX, nullptr); + creature->Say(text, LANG_XXX); - creature->MonsterTextEmote(text, 0); + creature->TextEmote(text); - creature->MonsterWhisper(text, receiver); + creature->Whisper(text, LANG_XXX, receiver); - creature->MonsterYell(text, LANG_XXX, NULL); + creature->Yell(text, LANG_XXX); - creature->MonsterWhisper(text, target, isBossWhisper); + creature->Whisper(text, LANG_XXX, target, isBossWhisper); - SendPlaySound(uint32 Sound, bool OnlySelf); PlayDirectSound(uint32 sound_id, Player* target = nullptr);
OnPlayerPVPFlagChange
hook, it will be executed after the pvp flag from a player gets changed.OnBeforeFinalizePlayerWorldSession
that can be used to modify the cache version that is sent to the client via modules.Upgrade your Boost version to 1.74 or higher.
Changelog for commit “feature(Core/Spells): Allow to learn all spells for characters on creation”
Changelog for commit “fix(Core/Player): Use SkillLineAbility.dbc to determine player initial spells - skill assignment done in a new table ''%%playercreateinfo_skills%%''”
- uint32 id; // 0 m_ID - uint32 skillId; // 1 m_skillLine - uint32 spellId; // 2 m_spell - uint32 racemask; // 3 m_raceMask - uint32 classmask; // 4 m_classMask - //uint32 racemaskNot; // 5 m_excludeRace - //uint32 classmaskNot; // 6 m_excludeClass - uint32 req_skill_value; // 7 m_minSkillLineRank - uint32 forward_spellid; // 8 m_supercededBySpell - uint32 learnOnGetSkill; // 9 m_acquireMethod - uint32 max_value; // 10 m_trivialSkillLineRankHigh - uint32 min_value; // 11 m_trivialSkillLineRankLow - //uint32 characterPoints[2]; // 12-13 m_characterPoints[2] + uint32 ID; // 0 + uint32 SkillLine; // 1 + uint32 Spell; // 2 + uint32 RaceMask; // 3 + uint32 ClassMask; // 4 + //uint32 ExcludeRace; // 5 + //uint32 ExcludeClass; // 6 + uint32 MinSkillLineRank; // 7 + uint32 SupercededBySpell; // 8 + uint32 AcquireMethod; // 9 + uint32 TrivialSkillLineRankHigh; // 10 + uint32 TrivialSkillLineRankLow; // 11 + //uint32 CharacterPoints[2]; // 12-13
player->ADD_GOSSIP_ITEM(whatever)
→ AddGossipItemFor(player, whatever)
player->ADD_GOSSIP_ITEM_DB(whatever)
→ AddGossipItemFor(player, whatever)
player->ADD_GOSSIP_ITEM_EXTENDED(whatever)
→ AddGossipItemFor(player, whatever)
player->CLOSE_GOSSIP_MENU()
→ CloseGossipMenuFor(player)
player->SEND_GOSSIP_MENU(textid, creature->GetGUID())
→ SendGossipMenuFor(player, textid, creature->GetGUID())
You also need #include "ScriptedGossip.h"
in your cpp files
static dynamic minimal-static minimal-dynamic
#5346static - Build statically. Default option. for all scripts (As it was before) dynamic - Build dynamically. After start support Dynamic Linking Library (DLL) can make separated library for each script. Now don't support minimal-static - builds commands and spells statically minimal-dynamic - builds commands and spells dynamically. Now don't support
SCRIPTS
variable is overwriteable through the SCRIPTS_COMMANDS, SCRIPTS_SPELLS...
variable.> Module (mod-ah-bot) using deprecated loader api
1. Rename extension in file to `.cpp` 2. Rename general loading function to `Add(module name with replace all whitespace to '_')Scripts()`. 3. Delete macros `AC_ADD_SCRIPT_LOADER` from `CMakeLists.txt`
/* * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-AGPL3 */ // From SC void AddSC_ServerAutoShutdown(); // Add all scripts void Addmod_server_auto_shutdownScripts() { AddSC_ServerAutoShutdown(); }
WITH_STRICT_DATABASE_TYPE_CHECKS
#5611PreparedStatement
- PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LOGONPROOF); + LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LOGONPROOF);
SQLTransaction
- SQLTransaction trans = CharacterDatabase.BeginTransaction(); + CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
OnBeforeSendJoinMessageArenaQueue
and OnBeforeSendExitMessageArenaQueue
CanExitJoinMessageArenaQueue
to OnBeforeSendExitMessageArenaQueue
CanSendJoinMessageArenaQueue
to OnBeforeSendJoinMessageArenaQueue
CanExitJoinMessageArenaQueue
and CanSendMessageArenaQueue
, to OnBeforeSendExitMessageArenaQueue
CanSendJoinMessageArenaQueue
and OnBeforeSendJoinMessageArenaQueue
Changelog for commit “refactor(Collision): Update some methods to UpperCamelCase”
- getPosition - getBounds - getBounds2 - getInstanceMapTree - getModelInstances - getPosInfo - getMeshData - getGroupModels - getIntersectionTime - getObjectHitPos - getAreaInfo + GetPosition + GetBounds + GetBounds2 + GetInstanceMapTree + GetModelInstances + GetPosInfo + GetMeshData + GetGroupModels + GetIntersectionTime + GetObjectHitPos + GetAreaInfo
If you are using any of those methods, simply rename it by changing the first letter of the method from lowercase to uppercase.
Example: getAreaInfo
→ GetAreaInfo
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