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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)
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14 changed files with 556 additions and 55 deletions
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@ -223,11 +223,20 @@ bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
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foundUnderwear = true;
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}
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}
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LOG_INFO("CharSections lookup: skin=", foundSkin ? bodySkinPath_ : "(not found)",
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" face=", foundFace ? (faceLowerPath.empty() ? "(empty)" : faceLowerPath) : "(not found)",
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" hair=", foundHair ? (hairScalpPath.empty() ? "(empty)" : hairScalpPath) : "(not found)",
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" underwear=", foundUnderwear, " (", underwearPaths.size(), " textures)");
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} else {
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LOG_WARNING("CharSections.dbc not loaded — no character textures");
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}
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// Assign texture filenames on model before GPU upload
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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auto& tex = model.textures[ti];
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LOG_INFO(" Model texture[", ti, "]: type=", tex.type,
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" filename='", tex.filename, "'");
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if (tex.type == 1 && tex.filename.empty() && !bodySkinPath_.empty()) {
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tex.filename = bodySkinPath_;
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} else if (tex.type == 6 && tex.filename.empty() && !hairScalpPath.empty()) {
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