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Fix carpet sliding and brighten WMO interiors 10%
- Carpet slide fix: use raw model bounds (rawMax.z) instead of radius- inflated effectiveTop for the on-top-of-object check, so thin objects like rugs correctly skip lateral push - Brighten WMO interior vertex lighting from 2.2/0.3 to 2.4/0.35
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2 changed files with 2 additions and 2 deletions
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@ -2398,7 +2398,7 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
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if (allowEscapeRelax) {
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continue;
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}
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if (stepableLowObject && nearTop) {
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if (stepableLowObject && localFrom.z >= rawMax.z - 0.35f) {
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// Already on/near top surface: don't apply lateral push that ejects
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// the player from the object (carpets, platforms, etc).
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continue;
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@ -137,7 +137,7 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
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if (uIsInterior) {
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// Interior: MOCV vertex colors are baked lighting.
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// Use them directly as the light multiplier on the texture.
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vec3 vertLight = VertexColor.rgb * 2.2 + 0.3;
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vec3 vertLight = VertexColor.rgb * 2.4 + 0.35;
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// Subtle directional fill so geometry reads
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float diff = max(dot(normal, lightDir), 0.0);
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vertLight += diff * 0.10;
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