Improve targeting, minimap, and bridge collisions

This commit is contained in:
Kelsi 2026-02-07 20:51:53 -08:00
parent a7c0b4320b
commit 38c9fdad6b
10 changed files with 142 additions and 24 deletions

View file

@ -52,6 +52,7 @@ struct M2ModelGPU {
bool collisionSteppedFountain = false;
bool collisionSteppedLowPlatform = false;
bool collisionPlanter = false;
bool collisionBridge = false;
bool collisionSmallSolidProp = false;
bool collisionNarrowVerticalProp = false;
bool collisionTreeTrunk = false;

View file

@ -33,6 +33,8 @@ public:
void toggle() { enabled = !enabled; }
void setViewRadius(float radius) { viewRadius = radius; }
void setRotateWithCamera(bool rotate) { rotateWithCamera = rotate; }
bool isRotateWithCamera() const { return rotateWithCamera; }
// Public accessors for WorldMap
GLuint getOrLoadTileTexture(int tileX, int tileY);
@ -76,6 +78,7 @@ private:
int mapSize = 200;
float viewRadius = 400.0f; // world units visible in minimap radius
bool enabled = true;
bool rotateWithCamera = true;
// Throttling
float updateIntervalSec = 0.25f;

View file

@ -321,6 +321,7 @@ private:
std::vector<GroupResources> groups;
glm::vec3 boundingBoxMin;
glm::vec3 boundingBoxMax;
bool isLowPlatform = false;
// Texture handles for this model (indexed by texture path order)
std::vector<GLuint> textures;