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ui,game,pipeline: player nameplates always-on, level-up ring effect, vanilla tile fallback, warden null guard
- Nameplates: player names always rendered regardless of V-key toggle; separate cull distance 40u (players/target) vs 20u (NPCs); cyan name color for other players; fade alpha scales with cull distance - Level-up: add expanding golden ring burst (3 staggered waves, 420u max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2 is still attempted as a bonus on top - Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that when the primary manifest is an expansion-specific DBC-only subset (e.g. Data/expansions/vanilla/), world terrain files fall back to the base Data/ extraction; wired in Application::initialize() - Warden: map a null guard page at address 0x0 in the Unicorn emulator so NULL-pointer reads in the module don't crash with UC_ERR_MAP; execution continues past the NULL read for better diagnostics
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5 changed files with 100 additions and 11 deletions
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@ -292,6 +292,11 @@ bool Application::initialize() {
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if (std::filesystem::exists(expansionManifest)) {
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assetPath = profile->dataPath;
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LOG_INFO("Using expansion-specific asset path: ", assetPath);
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// Register base Data/ as fallback so world terrain files are found
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// even when the expansion path only contains DBC overrides.
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if (assetPath != dataPath) {
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assetManager->setBaseFallbackPath(dataPath);
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}
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}
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}
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}
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