Improve WMO wall collision, unstuck, interior zoom, and chat focus

- Stronger wall collision push (0.35/0.15) and swept push (0.45/0.25)
  for interior/exterior WMOs to reduce clipping through tunnel walls
- Use all triangles (not just pre-classified walls) for collision checks
- Allow invisible collidable triangles (MOPY 0x01 without 0x20) to block
- Pass insideWMO flag to all collision callers, match swim sweep to ground
- Widen swept hit detection radius from 0.15 to 0.25
- Restrict camera zoom to 12 units inside WMO interiors
- Fix /unstuck launching player above WMOs: remove +20 fallback, use
  gravity when no floor found
- Slash and Enter keys always focus chat unless already typing
This commit is contained in:
Kelsi 2026-03-06 20:00:27 -08:00
parent 4cae4bfcdc
commit 8014dde29b
5 changed files with 36 additions and 24 deletions

View file

@ -1667,13 +1667,17 @@ void Application::setupUICallbacks() {
}
// Sample floor at the DESTINATION position (after nudge).
// Pick the highest floor so we snap up to WMO floors when fallen below.
bool foundFloor = false;
if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 60.0f)) {
pos.z = *floor + 0.2f;
} else {
pos.z += 20.0f;
foundFloor = true;
}
cc->teleportTo(pos);
if (!foundFloor) {
cc->setGrounded(false); // Let gravity pull player down to a surface
}
syncTeleportedPositionToServer(pos);
forceServerTeleportCommand(pos);
clearStuckMovement();