mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-25 16:30:15 +00:00
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:
parent
16c6c2b6a0
commit
a4966e486f
25 changed files with 1467 additions and 352 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue