Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance

- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection
- Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through
- Fix WMO doodad quaternion component ordering (X/Y swap)
- Linear normal map strength blend in shader for smooth slider control
- Enable shadow sampling for interior WMO groups (covered outdoor areas)
- Backfill deferred normal/height maps after streaming with descriptor rebind
- M2: prepareRender only iterates animated instances, bone dirty flag
- M2: remove worker thread VMA allocation, skip unready bone instances
- WMO: persistent visibility vectors, sequential culling
- Add FSR EASU/RCAS shaders
This commit is contained in:
Kelsi 2026-03-07 22:03:28 -08:00
parent 16c6c2b6a0
commit a4966e486f
25 changed files with 1467 additions and 352 deletions

View file

@ -11435,6 +11435,15 @@ void GameHandler::unstuckGy() {
}
}
void GameHandler::unstuckHearth() {
if (unstuckHearthCallback_) {
unstuckHearthCallback_();
addSystemChatMessage("Unstuck: teleported to hearthstone location.");
} else {
addSystemChatMessage("No hearthstone bind point set.");
}
}
void GameHandler::handleLootResponse(network::Packet& packet) {
if (!LootResponseParser::parse(packet, currentLoot)) return;
lootWindowOpen = true;