Add loading screen, fix tree/foliage collision, jump buffering, and fence rotation

- Loading screen stays visible until all terrain tiles finish streaming;
  character spawns only after terrain is loaded and Z-snapped to ground
- Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and
  make all small/medium trees, bushes, lily pads, and foliage walkthrough
- Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps
- Fix fence orientation by adding +180° heading rotation
- Increase terrain load radius from 1 to 2 (5x5 tile grid)
- Add hearthstone callback for single-player camera reset
This commit is contained in:
Kelsi 2026-02-04 13:29:27 -08:00
parent f7cd871895
commit 6ca9e9024a
9 changed files with 188 additions and 222 deletions

View file

@ -204,6 +204,10 @@ public:
const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
// Hearthstone callback (single-player teleport)
using HearthstoneCallback = std::function<void()>;
void setHearthstoneCallback(HearthstoneCallback cb) { hearthstoneCallback = std::move(cb); }
// Cooldowns
float getSpellCooldown(uint32_t spellId) const;
@ -432,6 +436,7 @@ private:
std::vector<CombatTextEntry> combatText;
// ---- Phase 3: Spells ----
HearthstoneCallback hearthstoneCallback;
std::vector<uint32_t> knownSpells;
std::unordered_map<uint32_t, float> spellCooldowns; // spellId -> remaining seconds
uint8_t castCount = 0;