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SilverIce

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  1. Need implement gameobject_addon table that will hold additional per-guid gameobject data - in current case it's elevator's path rotation(four GAMEOBJECT_PARENTROTATION fields)
  2. Thank you, nice catch This should be noticeable when server changes MOVE_RUN_BACK/MOVE_SWIM_BACK speed and it becames too low or grows unexpectedly
  3. Creature::ForcedDespawn, RFD crashs should be fixed in [11777]
  4. Fixed in [11777]. Thanks for reporting
  5. I think now movement part of mmap code can be simplified alot or maybe removed at all
  6. Gnarlee, that issue has been fixed in [11667]
  7. MSG_MOVE_SET_COLLISION_HGT broadcasted to eveyone except mover: {mover_guid, MovementInfo, float height}. You may look at how it implemented here
  8. In [11193]. Thank you very much kero99 and Undergarun
  9. The problems that were reported by players are not such a big problem(already fixed) compared to CPU load problem, which is a mystery for me
  10. We have taken the most effective parts from the both branches and merged them. It's even possible it would bring more performance than second branch! (It's assumption only, testing required) Please, compare: merged branch: https://github.com/SilverIce/mangos/tree/relocation_opt_merged with branch2: https://github.com/SilverIce/mangos/tree/visibility_op2_simplified
  11. Thank you for tests, Undergarun As i can see from your post, AI notifications consumes much more CPU's power(~30%) than visibility update operations (~5% only) I will take look at it. Both branches(old_way and simplified) have this problem?
  12. Thank you very much for your tests branch1 compilation fixed now: i hadn't too much time to fix it earlier
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