-pets have spells when tamed/summoned for the first time
-you can learn spells from tamed pets (10% chance on pet's spellcast...)
-beast training/use of grimoires works, so old spells get replaced
-spell book is displayed and (I think) fully functional, possible to cast with it and change autocast state of spells
-autocast works (pets will buff group members and itself when in combat and automatically use negative spells on enemies)
-pet action bar can be modified and is stored in db
-reseting of pet skills works (only for hunters at the trainer)
-training point cost works(although the client doesn't display correctly, you will still get the points already spent on a lower rank of the same spell back)
-happiness/loyalty works
-pet spell cooldowns work (although there is a clientside display issue concerning global cooldown)
-pet area auras work (like blood boil, paranoia...)
-feed pet works (it's displayed in combat log and the happiness gain is influenced by level diff pet/food; diets don't work)
-summoned pets always come with full health and mana (blizzlike)
-spells targeting the owner work (like sacrifice)
-pet scaling, so applying some of the owner's stats to the pet's
-applying of stat mods (so e.g. increase in stamina increases health)
-standardized pet stats (no 'caster' stats implemented) -> hunter pet families implemented (racial dmg/hp/armor boni)
-opcode for pet AOE damage supported (affecting water elemental's frost nova, doomguard's rain of fire)
-Can no longer sap players 10 levels above your level.
-Can no longer continuesly sap a player, once sap will have to wait for the effect to disapear to sap again
-Added stealth calculations depending on talent tree (thanks to ralf)
-Eliminated randomess of how isvisiblefor is called (thanks to ralf)
-Added Vladimirs recommendations
-Balanced PVP for stealth detection
-Added a new state Vanished
-Fixed stealth so when a mob is stunned he doesn t prevent player from stealthing near the mob. (included it on 09/04/07)
-Fixed blind so caster stops attacking if the mob is stunned added in svn already
-Distract fully working for pvp, works for pve but mob should wait 1- seconds before returning to normal
-Vanish now fully works.
-added a modified spellauras.cpp that enables gouge it is now fully working. Sap also works but issue remains as it turns visible and gains threat, more soon.
-Pvp stealth detection based on distance, position, level and equipement
-Range detection, centers on mob no more 3 feet extremeties so it is now possible to implement correctly sap and other stealth attacjs
-Collision detection, if touching a mob stealth is automaticly lost
-Stealth depending on level, the higher the difference in level the higher the probability of detection ( using old values minus the level of mob values as it should change anything towards detection, only difference in level between mo.
-Different probability per difference of level. If the difference is 0 very low possibility of being detected if it is 4 very higher and more than 5 you are detected automaticly.
-If mobs are more than 5 levels they will turn to face the player and will fallow them from their position, if they come closer they will get attack if they go farther away they will be ignored. (Higher the difference in level the farther away they will be detected)
-Detection is based on level difference, distance, rank of mobs. It is knonw that stealth stats of mobs and player do not work properly, when they do the code will be easy implemented in the body of the function.
-Rockbiter, flametongue and, of course, frostbrand full working.