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Fix M2 texture loading, /unstuckgy, and WMO floor detection
- Add mutex to AssetManager::loadTexture/loadDBC/fileExists to prevent StormLib thread-safety races that silently fail texture reads; stop caching texture load failures so transient errors are retried. - Replace /unstuckgy DBC lookup (which used wrong coordinate transform) with hardcoded safe locations per map. - Widen WMO floor raycast from single grid cell to ±1 unit range query to catch bridge/walkway triangles at cell boundaries. - Tighten swept collision hit threshold (0.5 → 0.15) and grid query margin (2.5 → 1.5) to prevent false-positive wall pushes. - Tighten post-wall-push Z snap lower bound (-1.0 → -0.3) to prevent gradual floor sinking.
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5 changed files with 43 additions and 48 deletions
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@ -481,7 +481,7 @@ void CameraController::update(float deltaTime) {
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candidate.y = adjusted.y;
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// Snap Z to floor at adjusted position to prevent fall-through
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auto adjFloor = wmoRenderer->getFloorHeight(adjusted.x, adjusted.y, feetZ + 2.5f);
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if (adjFloor && *adjFloor >= feetZ - 1.0f && *adjFloor <= feetZ + 1.6f) {
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if (adjFloor && *adjFloor >= feetZ - 0.3f && *adjFloor <= feetZ + 1.6f) {
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candidate.z = *adjFloor;
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}
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} else if (floorH && *floorH > candidate.z) {
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