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Remove +90° rotation from M2 game object orientation
M2 game objects don't need the extra 90° yaw offset that was previously applied — orientation from server is used directly.
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1 changed files with 0 additions and 4 deletions
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@ -1722,7 +1722,6 @@ void Application::setupUICallbacks() {
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if (auto* mr = renderer->getM2Renderer()) {
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if (auto* mr = renderer->getM2Renderer()) {
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glm::mat4 transform(1.0f);
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glm::mat4 transform(1.0f);
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transform = glm::translate(transform, renderPos);
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transform = glm::translate(transform, renderPos);
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transform = glm::rotate(transform, orientation + glm::radians(90.0f), glm::vec3(0, 0, 1));
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mr->setInstanceTransform(info.instanceId, transform);
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mr->setInstanceTransform(info.instanceId, transform);
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}
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}
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}
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}
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@ -5452,8 +5451,6 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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if (auto* mr = renderer->getM2Renderer()) {
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if (auto* mr = renderer->getM2Renderer()) {
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glm::mat4 transform(1.0f);
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glm::mat4 transform(1.0f);
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transform = glm::translate(transform, renderPos);
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transform = glm::translate(transform, renderPos);
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// M2 gameobjects use the same canonical→render yaw as characters.
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transform = glm::rotate(transform, orientation + glm::radians(90.0f), glm::vec3(0, 0, 1));
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mr->setInstanceTransform(info.instanceId, transform);
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mr->setInstanceTransform(info.instanceId, transform);
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}
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}
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}
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}
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@ -5508,7 +5505,6 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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const float renderYawWmo = orientation;
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const float renderYawWmo = orientation;
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const float renderYawM2 = orientation + glm::radians(90.0f);
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bool loadedAsWmo = false;
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bool loadedAsWmo = false;
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if (isWmo) {
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if (isWmo) {
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