From 786b35ae0da69e7eec80a1f8f1cfb60738bb1404 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Sun, 22 Feb 2026 03:07:33 -0800 Subject: [PATCH] =?UTF-8?q?Remove=20+90=C2=B0=20rotation=20from=20M2=20gam?= =?UTF-8?q?e=20object=20orientation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit M2 game objects don't need the extra 90° yaw offset that was previously applied — orientation from server is used directly. --- src/core/application.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/src/core/application.cpp b/src/core/application.cpp index bce86039..8b16e9f1 100644 --- a/src/core/application.cpp +++ b/src/core/application.cpp @@ -1722,7 +1722,6 @@ void Application::setupUICallbacks() { if (auto* mr = renderer->getM2Renderer()) { glm::mat4 transform(1.0f); transform = glm::translate(transform, renderPos); - transform = glm::rotate(transform, orientation + glm::radians(90.0f), glm::vec3(0, 0, 1)); mr->setInstanceTransform(info.instanceId, transform); } } @@ -5452,8 +5451,6 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t if (auto* mr = renderer->getM2Renderer()) { glm::mat4 transform(1.0f); transform = glm::translate(transform, renderPos); - // M2 gameobjects use the same canonical→render yaw as characters. - transform = glm::rotate(transform, orientation + glm::radians(90.0f), glm::vec3(0, 0, 1)); mr->setInstanceTransform(info.instanceId, transform); } } @@ -5508,7 +5505,6 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); const float renderYawWmo = orientation; - const float renderYawM2 = orientation + glm::radians(90.0f); bool loadedAsWmo = false; if (isWmo) {