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Skip all camera controller logic during taxi flights
Taxi flights are externally controlled - no need for collision detection, movement processing, or input handling. Massive performance improvement. Changes: - Early return in CameraController::update() when externalFollow_ is true - Skips all collision queries (terrain, WMO, M2) - Skips all movement physics (gravity, swimming, jumping) - Skips input processing (keyboard, mouse) - Skips camera collision raycasts Performance impact: - 100% elimination of ~17 collision queries per frame during taxi - No wasted cycles on movement code when position is scripted - Camera still updates position via setExternalFollow system - Smooth taxi flights with zero collision overhead This addresses the core issue: "shouldn't be looking for collision at all during taxi" - now it doesn't!
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@ -80,6 +80,11 @@ void CameraController::update(float deltaTime) {
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return;
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return;
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}
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}
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// Skip all collision/movement logic during taxi flights (position controlled externally)
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if (externalFollow_) {
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return;
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}
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auto& input = core::Input::getInstance();
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auto& input = core::Input::getInstance();
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// Don't process keyboard input when UI text input (e.g. chat box) has focus
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// Don't process keyboard input when UI text input (e.g. chat box) has focus
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