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Fix taxi mount orientation and eliminate tile loading hitches
Fixes two critical taxi flight issues: 1. Mount orientation now correctly faces flight direction: - Prevent camera controller from updating facingYaw during taxi (externalFollow_ check) - Taxi orientation callback system updates mount rotation from spline tangent - Initial orientation set when flight starts - Smooth Catmull-Rom spline interpolation for natural curved paths 2. Eliminate frame hitches from tile loading during flight: - New taxiFlightStartCallback uploads ALL precached tiles to GPU before flight begins - Previously tiles loaded async during 3s mount delay but uploaded 1/frame during flight - Now processAllReadyTiles() blocks briefly after mount delay to batch upload everything - Combined with 2.0s terrain update interval and aggressive culling for smooth flight Additional optimizations: - Aggressive taxi culling: skip models <15 units, all foliage/trees, underwater objects - Max render distance reduced to 150 units during taxi - Movement heartbeat packets disabled during taxi (server controls position) - Reduced taxi speed from 32 to 18 units/sec to prevent streaming overload
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7 changed files with 119 additions and 21 deletions
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@ -224,7 +224,8 @@ void CameraController::update(float deltaTime) {
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// Get camera axes — project forward onto XY plane for walking
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glm::vec3 forward3D = camera->getForward();
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bool cameraDrivesFacing = rightMouseDown || mouseAutorun;
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if (cameraDrivesFacing) {
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// During taxi flights, orientation is controlled by the flight path, not player input
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if (cameraDrivesFacing && !externalFollow_) {
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facingYaw = yaw;
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}
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float moveYaw = cameraDrivesFacing ? yaw : facingYaw;
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