Add MCLQ water, TaxiPathNode transports, and vanilla M2 particles

- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O)
- Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats)
- Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports)
- Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476)
- Add character preview texture diagnostic logging
- Fix disconnect handling on character screen (show error only when no chars)
This commit is contained in:
Kelsi 2026-02-14 20:20:43 -08:00
parent a01bcb3a00
commit b76527c2f7
14 changed files with 556 additions and 55 deletions

View file

@ -206,6 +206,8 @@ private:
static void parseMCLY(const uint8_t* data, size_t size, MapChunk& chunk);
static void parseMCAL(const uint8_t* data, size_t size, MapChunk& chunk);
static void parseMH2O(const uint8_t* data, size_t size, ADTTerrain& terrain);
static void parseMCLQ(const uint8_t* data, size_t size, int chunkIndex,
uint32_t mcnkFlags, ADTTerrain& terrain);
};
} // namespace pipeline