Description:
First of all, really good job on the updates in https://github.com/TrinityCore/TrinityCore/commit/c0b75bf40da8b447a2f3533dabbfad9eba7c6ea1
Issues where you could blink underground/behind walls appear to be fixed completely, i just noticed that blink appears to have gotten an unusually large buff haha
https://drive.google.com/uc?id=18KQqe867qkUDL6BJbhhDnl1pHmv5zUe8
Current behaviour:
You can blink from the bottom of the slope to the top
Expected behaviour:
Im not 110% sure if this is a bug, it just feels a bit overpowered :P
Steps to reproduce the problem:
Branch(es):
3.3.5
TC rev. hash/commit:
https://github.com/TrinityCore/TrinityCore/commit/8a9f80909387615fb7e22a0f8a042c3ad7a10cfc
Operating system: Windows 10
we could reduce the slope angle in mmaps for bgs
btw when reporting issues about mmaps it helps a lot the output of .mmap loc
Ah sorry, ill remember that thank you

Map 489 gridloc [29, 29]
This could be solved by using a different area flag in recast for slopes between 55掳 and 70掳 . One thing that recast doesn't support is single direction of walkable paths, i.e. a blink downward should be allowed but a blink upward shouldn't
In the time being we could split the raycast used by blink in smaller steps, check the slope and stop at the one before 55掳
Can you make a pr then ill happily do the testing if required
Well it needs to be developed first
btw does this affect charge also ?
I opened a PR at https://github.com/TrinityCore/TrinityCore/pull/24765, it requires to re-generate mmaps
@VincentVanclef the pr is ready to be tested, there's a link to a realm with the pr applied too. Please test it and let me know
Most helpful comment
I opened a PR at https://github.com/TrinityCore/TrinityCore/pull/24765, it requires to re-generate mmaps