mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
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.
This commit is contained in:
parent
387cc5ddf4
commit
046d4615ea
5 changed files with 43 additions and 48 deletions
|
|
@ -2307,7 +2307,8 @@ GLuint M2Renderer::loadTexture(const std::string& path) {
|
|||
pipeline::BLPImage blp = assetManager->loadTexture(path);
|
||||
if (!blp.isValid()) {
|
||||
LOG_WARNING("M2: Failed to load texture: ", path);
|
||||
textureCache[path] = whiteTexture;
|
||||
// Don't cache failures — transient StormLib thread contention can
|
||||
// cause reads to fail; next loadModel call will retry.
|
||||
return whiteTexture;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue