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Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets) - Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing - Fix stale character data between logins by replacing static init flag with per-character GUID tracking - Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer) - Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes - Reduce camera ground samples from 5 to 3 movement-aligned probes - Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
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ca88860929
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11 changed files with 741 additions and 307 deletions
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@ -54,6 +54,7 @@ private:
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int selectedCharacterIndex = -1;
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bool characterSelected = false;
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uint64_t selectedCharacterGuid = 0;
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bool restoredLastCharacter = false;
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// Status
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std::string statusMessage;
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@ -69,6 +70,13 @@ private:
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* Get faction color based on race
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*/
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ImVec4 getFactionColor(game::Race race) const;
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/**
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* Persist / restore last selected character GUID
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*/
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static std::string getConfigDir();
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void saveLastCharacter(uint64_t guid);
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uint64_t loadLastCharacter();
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};
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}} // namespace wowee::ui
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@ -37,6 +37,9 @@ public:
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*/
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bool isChatInputActive() const { return chatInputActive; }
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void saveSettings();
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void loadSettings();
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private:
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// Chat state
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char chatInputBuffer[512] = "";
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@ -66,10 +69,10 @@ private:
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int pendingSfxVolume = 100;
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float pendingMouseSensitivity = 0.2f;
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bool pendingInvertMouse = false;
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int pendingUiOpacity = 100;
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int pendingUiOpacity = 65;
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// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
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float uiOpacity_ = 1.0f;
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float uiOpacity_ = 0.65f;
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/**
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* Render player info window
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@ -152,6 +155,7 @@ private:
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void renderWorldMap(game::GameHandler& gameHandler);
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InventoryScreen inventoryScreen;
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uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
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QuestLogScreen questLogScreen;
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SpellbookScreen spellbookScreen;
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TalentScreen talentScreen;
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@ -174,6 +178,8 @@ private:
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int actionBarDragSlot_ = -1;
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GLuint actionBarDragIcon_ = 0;
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static std::string getSettingsPath();
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// Left-click targeting: distinguish click from camera drag
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glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
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bool leftClickWasPress_ = false;
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