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Fix invisible walls from WMO doodad M2 collision and MOPY filtering
WMO interior doodads (gears, decorations) were blocking player movement via M2 collision. Skip collision for all WMO doodad M2 instances since the WMO itself handles wall collision. Also filter WMO wall collision using MOPY per-triangle flags: only rendered+collidable triangles block the player, skipping invisible collision hulls. Revert tram portal extended range (no longer needed with collision fix).
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7 changed files with 44 additions and 20 deletions
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@ -3719,7 +3719,8 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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uint32_t doodadModelId = static_cast<uint32_t>(std::hash<std::string>{}(m2Path));
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m2Renderer->loadModel(m2Model, doodadModelId);
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m2Renderer->createInstance(doodadModelId, worldPos, glm::vec3(0.0f), doodad.scale);
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uint32_t doodadInstId = m2Renderer->createInstance(doodadModelId, worldPos, glm::vec3(0.0f), doodad.scale);
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if (doodadInstId) m2Renderer->setSkipCollision(doodadInstId, true);
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loadedDoodads++;
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}
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LOG_INFO("Loaded ", loadedDoodads, " instance WMO doodads");
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@ -6735,6 +6736,7 @@ void Application::processPendingTransportDoodads() {
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m2Renderer->loadModel(m2Model, doodadModelId);
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uint32_t m2InstanceId = m2Renderer->createInstance(doodadModelId, glm::vec3(0.0f), glm::vec3(0.0f), 1.0f);
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if (m2InstanceId == 0) continue;
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m2Renderer->setSkipCollision(m2InstanceId, true);
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wmoRenderer->addDoodadToInstance(it->instanceId, m2InstanceId, doodadTemplate.localTransform);
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it->spawnedDoodads++;
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