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Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window auto-opens bags with sell prices on hover and right-click to sell. Add camera intro pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes. Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and creature fade-in/movement interpolation for online mode.
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21 changed files with 1092 additions and 149 deletions
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@ -61,6 +61,9 @@ public:
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void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
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void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
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void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
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void startFadeIn(uint32_t instanceId, float durationSeconds);
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const pipeline::M2Model* getModelData(uint32_t modelId) const;
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void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
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void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, GLuint textureId);
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void setInstanceVisible(uint32_t instanceId, bool visible);
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@ -130,6 +133,18 @@ private:
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// Weapon attachments (weapons parented to this instance's bones)
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std::vector<WeaponAttachment> weaponAttachments;
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// Opacity (for fade-in)
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float opacity = 1.0f;
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float fadeInTime = 0.0f; // elapsed fade time (seconds)
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float fadeInDuration = 0.0f; // total fade duration (0 = no fade)
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// Movement interpolation
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bool isMoving = false;
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glm::vec3 moveStart{0.0f};
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glm::vec3 moveEnd{0.0f};
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float moveDuration = 0.0f; // seconds
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float moveElapsed = 0.0f;
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// Override model matrix (used for weapon instances positioned by parent bone)
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bool hasOverrideModelMatrix = false;
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glm::mat4 overrideModelMatrix{1.0f};
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