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Fix interior WMO floor gaps, water exit stair clipping, NPC equipment, portal animation
- Fix Stormwind barracks floor: interior WMO groups named "facade" were incorrectly marked as LOD shells and hidden when close. Add !isIndoor guard to all LOD detection conditions so interior groups always render. - Fix water exit stair clipping: anchor lastGroundZ to current position on swim exit, set grounded=true for full step-up budget, add upward velocity boost to clear stair lip geometry. - Re-enable NPC humanoid equipment geosets (kEnableNpcHumanoidOverrides) so guards render with proper armor instead of underwear. - Keep instance portal GameObjects animated (spinning/glowing) instead of freezing all GO animations indiscriminately. - Fix equipment disappearing after instance round-trip by resetting dirty tracking on world reload. - Fix multi-doodad-set loading: load both set 0 (global) and placement- specific doodad set, with dedup to avoid double-loading. - Clear placedWmoIds in softReset/unloadAll to prevent stale dedup. - Apply MODF rotation to instance WMOs, snap player to WMO floor. - Re-enable rebuildSpatialIndex in setInstanceTransform. - Store precomputeFloorCache results in precomputed grid. - Add F8 debug key for WMO floor diagnostics at player position. - Expand mapIdToName with all Classic/TBC/WotLK instance map IDs.
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6 changed files with 285 additions and 28 deletions
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@ -659,7 +659,17 @@ void CameraController::update(float deltaTime) {
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grounded = false;
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} else {
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// Exiting water — give a small upward boost to help climb onto shore.
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// Exiting water — boost upward to help climb onto shore/stairs.
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if (wasSwimming) {
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// Anchor lastGroundZ to current position so WMO floor probes
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// start from a sensible height instead of stale pre-swim values.
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lastGroundZ = targetPos.z;
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grounded = true; // Treat as grounded so step-up budget is full
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// Small upward boost to clear stair lip geometry
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if (verticalVelocity < 1.5f) {
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verticalVelocity = 1.5f;
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}
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}
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swimming = false;
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if (glm::length(movement) > 0.001f) {
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