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[DiscordArchive] wdym, hotswapping?

[DiscordArchive] wdym, hotswapping?

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rektbyfaith
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07-31-2023, 01:44 PM
#11
Archived author: <o> • Posted: 2023-07-31T13:44:22.066000+00:00
Original source

make a commit, optionally in a branch, then merge/cherrypick in that commit/branch whenever you want to apply your patch
rektbyfaith
07-31-2023, 01:44 PM #11

Archived author: <o> • Posted: 2023-07-31T13:44:22.066000+00:00
Original source

make a commit, optionally in a branch, then merge/cherrypick in that commit/branch whenever you want to apply your patch

rektbyfaith
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07-31-2023, 01:45 PM
#12
Archived author: Krutok • Posted: 2023-07-31T13:45:29.662000+00:00
Original source

I am aware of that. But sniffs don't always have to be 100% correct, so you have to weigh things up a bit.
rektbyfaith
07-31-2023, 01:45 PM #12

Archived author: Krutok • Posted: 2023-07-31T13:45:29.662000+00:00
Original source

I am aware of that. But sniffs don't always have to be 100% correct, so you have to weigh things up a bit.

rektbyfaith
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07-31-2023, 01:45 PM
#13
Archived author: warcamps.ru • Posted: 2023-07-31T13:45:31.253000+00:00
Original source

Now I’m working like that, I’m just still studying the nuances and the core. Therefore it is interesting.
rektbyfaith
07-31-2023, 01:45 PM #13

Archived author: warcamps.ru • Posted: 2023-07-31T13:45:31.253000+00:00
Original source

Now I’m working like that, I’m just still studying the nuances and the core. Therefore it is interesting.

rektbyfaith
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07-31-2023, 01:46 PM
#14
Archived author: <o> • Posted: 2023-07-31T13:46:18.783000+00:00
Original source

raw patch files will give you massive headaches whenever there's a conflict, and every separate branch you create will be another tree you have to maintain and ensure it stays up to date with latest developments. these things have exponential complexity if you try to actively maintain a bunch of separate patches that aren't properly worked into your trunk
rektbyfaith
07-31-2023, 01:46 PM #14

Archived author: <o> • Posted: 2023-07-31T13:46:18.783000+00:00
Original source

raw patch files will give you massive headaches whenever there's a conflict, and every separate branch you create will be another tree you have to maintain and ensure it stays up to date with latest developments. these things have exponential complexity if you try to actively maintain a bunch of separate patches that aren't properly worked into your trunk

rektbyfaith
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07-31-2023, 01:47 PM
#15
Archived author: <o> • Posted: 2023-07-31T13:47:23.547000+00:00
Original source

but like jackpoz said, you're looking to create branches if this is something you absolutely need, that allows you to at least keep your patches up to date
rektbyfaith
07-31-2023, 01:47 PM #15

Archived author: <o> • Posted: 2023-07-31T13:47:23.547000+00:00
Original source

but like jackpoz said, you're looking to create branches if this is something you absolutely need, that allows you to at least keep your patches up to date

rektbyfaith
Administrator
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07-31-2023, 01:50 PM
#16
Archived author: warcamps.ru • Posted: 2023-07-31T13:50:37.935000+00:00
Original source

I agree, making crutches is not very good. Therefore, I will reconsider my attitude towards this. Thanks for the advice.
rektbyfaith
07-31-2023, 01:50 PM #16

Archived author: warcamps.ru • Posted: 2023-07-31T13:50:37.935000+00:00
Original source

I agree, making crutches is not very good. Therefore, I will reconsider my attitude towards this. Thanks for the advice.

rektbyfaith
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07-31-2023, 04:02 PM
#17
Archived author: warcamps.ru • Posted: 2023-07-31T16:02:14.574000+00:00
Original source

<@228947336800370689>
Debugged. The position is initialized as 0 then relocated to the cast and the distance is correct:
`pos.Relocate(m_caster);`

https://github.com/gh0stdev/TrinityCore/...42a30L4431
I don’t quite understand why such a mathematical logic of calculation?
`float speedZ = (2 * speedXY * speedXY * distZ + Movement::gravity * distXY * distXY) / (2 * speedXY * distXY);`
[Image: image.png?ex=690c1dc6&is=690acc46&hm=f5d...c4bb891d3&]
rektbyfaith
07-31-2023, 04:02 PM #17

Archived author: warcamps.ru • Posted: 2023-07-31T16:02:14.574000+00:00
Original source

<@228947336800370689>
Debugged. The position is initialized as 0 then relocated to the cast and the distance is correct:
`pos.Relocate(m_caster);`

https://github.com/gh0stdev/TrinityCore/...42a30L4431
I don’t quite understand why such a mathematical logic of calculation?
`float speedZ = (2 * speedXY * speedXY * distZ + Movement::gravity * distXY * distXY) / (2 * speedXY * distXY);`
[Image: image.png?ex=690c1dc6&is=690acc46&hm=f5d...c4bb891d3&]

rektbyfaith
Administrator
0
07-31-2023, 04:03 PM
#18
Archived author: warcamps.ru • Posted: 2023-07-31T16:03:31.808000+00:00
Original source

As we know from mathematics lessons, multiplication comes first, and then addition:
`2 * speedXY * speedXY * distZ + Movement::gravity * distXY * distXY`
rektbyfaith
07-31-2023, 04:03 PM #18

Archived author: warcamps.ru • Posted: 2023-07-31T16:03:31.808000+00:00
Original source

As we know from mathematics lessons, multiplication comes first, and then addition:
`2 * speedXY * speedXY * distZ + Movement::gravity * distXY * distXY`

rektbyfaith
Administrator
0
07-31-2023, 04:04 PM
#19
Archived author: Tea • Posted: 2023-07-31T16:04:22.550000+00:00
Original source

that should be a physics equation for vertical jump speed - values you have set in dbc data on spell are jump min/max heights
rektbyfaith
07-31-2023, 04:04 PM #19

Archived author: Tea • Posted: 2023-07-31T16:04:22.550000+00:00
Original source

that should be a physics equation for vertical jump speed - values you have set in dbc data on spell are jump min/max heights

rektbyfaith
Administrator
0
07-31-2023, 04:05 PM
#20
Archived author: Tea • Posted: 2023-07-31T16:05:22.236000+00:00
Original source

oh damn
rektbyfaith
07-31-2023, 04:05 PM #20

Archived author: Tea • Posted: 2023-07-31T16:05:22.236000+00:00
Original source

oh damn

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