* Fully synchronize serverside animation progress with client
* Implemented updating passenger positions on elevators
* Removed visibility hack for elevators that always forced CreateObject packet to be sent to client
* Core/Objects: Units with invisibility auras can see units that cannot detect them
* Core/Objects: A unit that possess another one, uses the detection of the latter
* GCC: Avoid ambiguous 'else'
Closes#23528
(cherry picked from commit ad4bc7cc1f)
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
(cherry picked from commit f96aab2186)
Change NearestGameObjectEntryInObjectRangeCheck to allow returning GameObject not spawned.
Fixes other occurrences where a similar issue exists.
(cherry picked from commit ca2159bf40)
* Additionally he PathGenerator will now check for realtime movement flags instead of creature based template data only so scripted flying movement and players will now correctly get their path calculated
(cherry picked from commit fdcb7388a6)
* Core/MMAPs: Adjust walkable climb
Adjust walkable climb as recast using walkableClimb also to find the poly from a position, giving priority to polys that are below the position but closer than walkableClimb.
* Temporarily disable static collision (the whole check should be removed)
* Core/Spells: removed deprecated mmap path check for TARGET_DEST_CASTER_FRONT_LEAP
* Core/Objects: allow flying units to use the helper as well (flying units casting radius based spells)
* Code refactor
* Handle raycasts that end in a point with no height in the mmap mesh as PATHFIND_NOPATH
* Walk back a bit from raycast hitpoints as sometime the 2D result point is outside of the polygons due to floating point errors.
* Remove whitespace
* Revert 4a197ba22a as a raycast point path should have the Z retrieved with getPolyHeight(). Raycast will only return a 2-point path with Start and Hitpoint/End
* Cleanup PathGenerator raycast case
* Fix PathGenerator raycast broken if start and end are on same poly.
Fix PathGenerator raycast broken if no wall is hit.
Remove unused case of using raycast with an existing previous path (can be added back properly if needed).
Remove forcing poly length to 2 when we actually have already the right number.
* Use closestPointOnPolyBoundary on the second try of finding a point on poly for raycast.
Note that in this case the mesh height is not used which might cause issues. The poly boundary height will be used instead.
* Handle cases where getPolyHeight() fails because the point is on polygon border (and caused by floating point imprecision)
* Add far from poly flags
* Set PATHFIND_INCOMPLETE in raycast case if startFarFromPoly or endFarFromPoly
* Fix blink close to walls with no valid polygon behind the wall
* Require to re-extract mmaps
Co-authored-by: Ovah <dreadkiller@gmx.de>
(cherry picked from commit c0b75bf40d)