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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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@ -15,6 +15,7 @@
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#include <functional>
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <limits>
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#include <future>
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#include <thread>
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@ -24,6 +25,16 @@ namespace rendering {
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namespace {
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bool envFlagEnabled(const char* key, bool defaultValue) {
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const char* raw = std::getenv(key);
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if (!raw || !*raw) return defaultValue;
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std::string v(raw);
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std::transform(v.begin(), v.end(), v.begin(), [](unsigned char c) {
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return static_cast<char>(std::tolower(c));
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});
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return !(v == "0" || v == "false" || v == "off" || v == "no");
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}
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static constexpr uint32_t kParticleFlagRandomized = 0x40;
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static constexpr uint32_t kParticleFlagTiled = 0x80;
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@ -1248,19 +1259,21 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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}
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}
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// Diagnostic: log batch details for light/lamp models to debug glow rendering
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if (lowerName.find("light") != std::string::npos ||
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lowerName.find("lamp") != std::string::npos ||
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lowerName.find("lantern") != std::string::npos) {
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LOG_INFO("M2 GLOW DIAG '", model.name, "' batch ", gpuModel.batches.size(),
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": blend=", bgpu.blendMode, " matFlags=0x",
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std::hex, bgpu.materialFlags, std::dec,
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" colorKey=", bgpu.colorKeyBlack ? "Y" : "N",
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" hasAlpha=", bgpu.hasAlpha ? "Y" : "N",
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" unlit=", (bgpu.materialFlags & 0x01) ? "Y" : "N",
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" glowSize=", bgpu.glowSize,
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" tex=", bgpu.texture,
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" idxCount=", bgpu.indexCount);
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// Optional diagnostics for glow/light batches (disabled by default).
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static const bool kGlowDiag = envFlagEnabled("WOWEE_M2_GLOW_DIAG", false);
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if (kGlowDiag &&
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(lowerName.find("light") != std::string::npos ||
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lowerName.find("lamp") != std::string::npos ||
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lowerName.find("lantern") != std::string::npos)) {
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LOG_DEBUG("M2 GLOW DIAG '", model.name, "' batch ", gpuModel.batches.size(),
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": blend=", bgpu.blendMode, " matFlags=0x",
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std::hex, bgpu.materialFlags, std::dec,
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" colorKey=", bgpu.colorKeyBlack ? "Y" : "N",
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" hasAlpha=", bgpu.hasAlpha ? "Y" : "N",
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" unlit=", (bgpu.materialFlags & 0x01) ? "Y" : "N",
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" glowSize=", bgpu.glowSize,
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" tex=", bgpu.texture,
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" idxCount=", bgpu.indexCount);
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}
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gpuModel.batches.push_back(bgpu);
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}
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