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Fix NPC apparel fallback and reduce world-entry stutter
Hide NPC cloak/object-skin mesh when no cape texture resolves by using a transparent texture fallback, preventing skin-texture bleed on cloaks. Tighten NPC equipment region compositing by slot and add safe humanoid geoset selection to avoid robe-over-pants conflicts and odd pants texturing. Reduce login/runtime hitching by deferring non-critical world-system initialization across frames, lowering per-frame transport doodad spawn budget, and demoting high-volume transport/MO_TRANSPORT diagnostics to debug. Gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and make zone music prewarm opt-in via WOWEE_PREWARM_ZONE_MUSIC.
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10 changed files with 369 additions and 91 deletions
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@ -7190,10 +7190,10 @@ void GameHandler::handleGameObjectQueryResponse(network::Packet& packet) {
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uint32_t taxiPathId = data.data[0];
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if (transportManager_->hasTaxiPath(taxiPathId)) {
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if (transportManager_->assignTaxiPathToTransport(data.entry, taxiPathId)) {
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LOG_INFO("MO_TRANSPORT entry=", data.entry, " assigned TaxiPathNode path ", taxiPathId);
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LOG_DEBUG("MO_TRANSPORT entry=", data.entry, " assigned TaxiPathNode path ", taxiPathId);
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}
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} else {
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LOG_INFO("MO_TRANSPORT entry=", data.entry, " taxiPathId=", taxiPathId,
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LOG_DEBUG("MO_TRANSPORT entry=", data.entry, " taxiPathId=", taxiPathId,
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" not found in TaxiPathNode.dbc");
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}
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}
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