fix: animation stutter, resolution crash, memory cap, spell tooltip hints, GO collision

- Animation stutter: skip playAnimation(Run) for the local player in the
  server movement callback — the player renderer state machine already manages
  it; resetting animTime on every movement packet caused visible stutter
- Resolution crash: reorder swapchain recreation so old swapchain is only
  destroyed after confirming the new build succeeded; add null-swapchain
  guard in beginFrame to survive the retry window
- Memory cap: reduce cache budget from 80% uncapped to 50% hard-capped at
  16 GB to prevent excessive RAM use on high-memory systems
- Spell tooltip: suppress "Drag to action bar / Double-click to cast" hints
  when the tooltip is shown from the action bar (showUsageHints=false)
- M2 collision: add watermelon/melon/squash/gourd to foliage (no-collision);
  exclude chair/bench/stool/seat/throne from smallSolidProp so invisible chair
  bounding boxes no longer trap the player
This commit is contained in:
Kelsi 2026-03-10 22:26:50 -07:00
parent 8f2974b17c
commit 19eb7a1fb7
7 changed files with 60 additions and 30 deletions

View file

@ -2553,13 +2553,19 @@ void Application::setupUICallbacks() {
// Don't override Death animation (1). The per-frame sync loop will return to
// Stand when movement stops.
if (durationMs > 0) {
uint32_t curAnimId = 0; float curT = 0.0f, curDur = 0.0f;
auto* cr = renderer->getCharacterRenderer();
bool gotState = cr->getAnimationState(instanceId, curAnimId, curT, curDur);
if (!gotState || curAnimId != 1 /*Death*/) {
cr->playAnimation(instanceId, 5u, /*loop=*/true);
// Player animation is managed by the local renderer state machine —
// don't reset it here or every server movement packet restarts the
// run cycle from frame 0, causing visible stutter.
if (!isPlayer) {
uint32_t curAnimId = 0; float curT = 0.0f, curDur = 0.0f;
auto* cr = renderer->getCharacterRenderer();
bool gotState = cr->getAnimationState(instanceId, curAnimId, curT, curDur);
// Only start Run if not already running and not in Death animation.
if (!gotState || (curAnimId != 1 /*Death*/ && curAnimId != 5u /*Run*/)) {
cr->playAnimation(instanceId, 5u, /*loop=*/true);
}
creatureWasMoving_[guid] = true;
}
if (!isPlayer) creatureWasMoving_[guid] = true;
}
}
});
@ -8701,17 +8707,21 @@ void Application::updateQuestMarkers() {
int markerType = -1; // -1 = no marker
using game::QuestGiverStatus;
float markerGrayscale = 0.0f; // 0 = colour, 1 = grey (trivial quests)
switch (status) {
case QuestGiverStatus::AVAILABLE:
markerType = 0; // Yellow !
break;
case QuestGiverStatus::AVAILABLE_LOW:
markerType = 0; // Available (yellow !)
markerType = 0; // Grey ! (same texture, desaturated in shader)
markerGrayscale = 1.0f;
break;
case QuestGiverStatus::REWARD:
case QuestGiverStatus::REWARD_REP:
markerType = 1; // Turn-in (yellow ?)
markerType = 1; // Yellow ?
break;
case QuestGiverStatus::INCOMPLETE:
markerType = 2; // Incomplete (grey ?)
markerType = 2; // Grey ?
break;
default:
break;
@ -8745,7 +8755,7 @@ void Application::updateQuestMarkers() {
}
// Set the marker (renderer will handle positioning, bob, glow, etc.)
questMarkerRenderer->setMarker(guid, renderPos, markerType, boundingHeight);
questMarkerRenderer->setMarker(guid, renderPos, markerType, boundingHeight, markerGrayscale);
markersAdded++;
}