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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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ee4e6a31ce
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7 changed files with 44 additions and 20 deletions
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@ -3321,6 +3321,15 @@ void M2Renderer::removeInstance(uint32_t instanceId) {
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}
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}
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void M2Renderer::setSkipCollision(uint32_t instanceId, bool skip) {
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for (auto& inst : instances) {
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if (inst.id == instanceId) {
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inst.skipCollision = skip;
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return;
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}
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}
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}
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void M2Renderer::removeInstances(const std::vector<uint32_t>& instanceIds) {
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if (instanceIds.empty() || instances.empty()) {
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return;
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@ -3649,6 +3658,7 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ,
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const M2ModelGPU& model = it->second;
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if (model.collisionNoBlock || model.isInvisibleTrap || model.isSpellEffect) continue;
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if (instance.skipCollision) continue;
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// --- Mesh-based floor: vertical ray vs collision triangles ---
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// Does NOT skip the AABB path — both contribute and highest wins.
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@ -3803,6 +3813,7 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
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const M2ModelGPU& model = it->second;
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if (model.collisionNoBlock || model.isInvisibleTrap || model.isSpellEffect) continue;
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if (instance.skipCollision) continue;
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if (instance.scale <= 0.001f) continue;
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// --- Mesh-based wall collision: closest-point push ---
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