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Proactive tile streaming, faster finalization, tree trunk collision
- Re-check for unloaded tiles when workers are idle (no tile boundary needed) - Increase M2 upload budget 4→16 and WMO 1→4 per frame when not under pressure - Lower tree collision threshold from 40 to 6 units so large trees block movement
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2 changed files with 32 additions and 8 deletions
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@ -1036,10 +1036,9 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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(lowerName.find("trunk") != std::string::npos) ||
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(lowerName.find("stump") != std::string::npos) ||
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(lowerName.find("log") != std::string::npos);
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// Only large trees (canopy > 20 model units wide) get trunk collision.
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// Small/mid trees are walkthrough to avoid getting stuck between them.
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// Only large trees get trunk collision; all smaller trees are walkthrough.
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bool treeWithTrunk = treeLike && !hardTreePart && !foliageName && horiz > 40.0f;
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// Trees with visible trunks get collision. Threshold: canopy wider than 6
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// model units AND taller than 4 units (filters out small bushes/saplings).
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bool treeWithTrunk = treeLike && !hardTreePart && !foliageName && horiz > 6.0f && vert > 4.0f;
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bool softTree = treeLike && !hardTreePart && !treeWithTrunk;
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bool forceSolidCurb = gpuModel.collisionSteppedLowPlatform || knownStormwindPlanter || likelyCurbName || gpuModel.collisionPlanter;
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bool narrowVerticalName =
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