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fix: spline parse order (WotLK-first) fixes missing NPCs; bound WMO liquid loading
Spline auto-detection: try WotLK format before Classic to prevent false-positive matches where durationMod float bytes resemble a valid Classic pointCount. This caused the movement block to consume wrong byte count, corrupting the update mask read (maskBlockCount=57/129/203 instead of ~5) and silently dropping NPC spawns. Terrain latency: bound WMO liquid group loading to 4 groups per advanceFinalization call. Large WMOs (e.g., Stormwind canals with 40+ liquid groups) previously loaded all groups in one unbounded loop, blowing past the 8ms frame budget and causing stalls up to 1300ms. Now yields back to processReadyTiles() after 4 groups so the time budget check can break out.
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3 changed files with 58 additions and 27 deletions
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@ -157,6 +157,7 @@ struct FinalizingTile {
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size_t wmoModelIndex = 0; // Next WMO model to upload
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size_t wmoInstanceIndex = 0; // Next WMO placement to instantiate
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size_t wmoDoodadIndex = 0; // Next WMO doodad to upload
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size_t wmoLiquidGroupIndex = 0; // Next liquid group within current WMO instance
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// Incremental terrain upload state (splits TERRAIN phase across frames)
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bool terrainPreloaded = false; // True after preloaded textures uploaded
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