Fix some static analysis issues, mostly false positive about fields not initialized in the constructor. It's good practice anyway to always initialize them.
* Rewritten path generation, now uses splines - timers are a lot more accurate now
* Implemented stopping transports
* Implemented spawning transports in instances
* Implemented spawning gameobjects as transport passengers
* Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
Fix conditional jump on uninitialized value in PathGenerator::GetNavTerrain() by checking the result of getLiquidStatus() before accessing the LiquidData, uninitialized in case there's no water at all.
Valgrind log:
Conditional jump or move depends on uninitialised value(s)
at : PathGenerator::GetNavTerrain(float, float, float) (PathGenerator.cpp:553)
by : PathGenerator::UpdateFilter() (PathGenerator.cpp:542)
by : PathGenerator::CreateFilter() (PathGenerator.cpp:530)
by : PathGenerator::PathGenerator(Unit const*) (PathGenerator.cpp:46)
by : Spell::Spell(Unit*, SpellInfo const*, TriggerCastFlags, unsigned long, bool) (Spell.cpp:493)
by : Unit::CastSpell(SpellCastTargets const&, SpellInfo const*, CustomSpellValues const*, TriggerCastFlags, Item*, AuraEffect const*, unsigned long) (Unit.cpp:846)
by : Unit::CastSpell(Unit*, SpellInfo const*, TriggerCastFlags, Item*, AuraEffect const*, unsigned long) (Unit.cpp:882)
by : Unit::CastSpell(Unit*, unsigned int, TriggerCastFlags, Item*, AuraEffect const*, unsigned long) (Unit.cpp:870)
by : Unit::CastSpell(Unit*, unsigned int, bool, Item*, AuraEffect const*, unsigned long) (Unit.cpp:858)
by : Player::SendInitialPacketsAfterAddToMap() (Player.cpp:22580)
by : WorldSession::HandleMoveWorldportAckOpcode() (MovementHandler.cpp:121)
by : WorldSession::HandleMoveWorldportAckOpcode(WorldPacket&) (MovementHandler.cpp:37)
Fix an assert triggered by float to int32 cast overflowing to -1, now it replaces -1 with max int32 value.
Fix another assert triggered by Vector3 magnitude float overflow to max/infinity in StaticMapTree::isInLineOfSight(), in this case return false.
Both asserts can be reproduced by casting Mind Control to a NPC, tele to z: 1.0e+38 using client hack tools, move to allow the server to register the new position and stop Mind Control.
Closes#8970Closes#10578Closes#10355Closes#10673
* Added wrapper methods for setting various movement flags and sending correct movement opcodes
* Made flying and falling spline flags exclusive with each other
* Complete changelog can be found at http://code.google.com/p/recastnavigation/
* Adjusted a few config values
Important:
* New mmaps extraction is required
* Folder size will be increased
* Changed speed selection for flying creatures - use MOVE_RUN by default.
* Do not add MOVEMENTFLAG_WALKING to creatures that did not have it but called .SetWalk for their movement