Fix MLIQ water parsing, skip interior water, clear movement on teleport
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- Remove bogus 2-byte skip after materialId in MLIQ parser that shifted
  all vertex heights and tile flags by 2 bytes (garbage data)
- Skip liquid loading for interior WMO groups (flag 0x2000) to prevent
  indoor water from rendering as outdoor canal water
- Clear movement inputs on teleport/portal to prevent auto-running after
  zone transfer (held keys persist through loading screen)
This commit is contained in:
Kelsi 2026-03-05 15:12:51 -08:00
parent 16daa2baf7
commit 08d40583c9
4 changed files with 15 additions and 11 deletions

View file

@ -970,6 +970,10 @@ void Application::update(float deltaTime) {
bool onTransportNow = gameHandler && gameHandler->isOnTransport();
if (worldEntryMovementGraceTimer_ > 0.0f) {
worldEntryMovementGraceTimer_ -= deltaTime;
// Clear stale movement from before teleport each frame
// until grace period expires (keys may still be held)
if (renderer && renderer->getCameraController())
renderer->getCameraController()->clearMovementInputs();
}
if (renderer && renderer->getCameraController()) {
const bool externallyDrivenMotion = onTaxi || onTransportNow || chargeActive_;
@ -1550,6 +1554,9 @@ void Application::setupUICallbacks() {
worldEntryMovementGraceTimer_ = 2.0f;
taxiLandingClampTimer_ = 0.0f;
lastTaxiFlight_ = false;
// Stop any movement that was active before the teleport
if (renderer->getCameraController())
renderer->getCameraController()->clearMovementInputs();
return;
}
@ -1565,6 +1572,9 @@ void Application::setupUICallbacks() {
worldEntryMovementGraceTimer_ = 2.0f;
taxiLandingClampTimer_ = 0.0f;
lastTaxiFlight_ = false;
// Stop any movement that was active before the teleport
if (renderer && renderer->getCameraController())
renderer->getCameraController()->clearMovementInputs();
loadOnlineWorldTerrain(mapId, x, y, z);
// loadedMapId_ is set inside loadOnlineWorldTerrain (including
// any deferred entries it processes), so we must NOT override it here.