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Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path - Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar) - Freeze physics during taxi landing until terrain loads to prevent falling through void - Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling - Snap player to final taxi waypoint on flight completion - Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount - Increase /unstuck forward nudge to 5 units
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bf31da8c13
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13 changed files with 525 additions and 217 deletions
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@ -400,9 +400,12 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
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}
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groupRes.mergedBatches.reserve(batchMap.size());
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bool anyTextured = false;
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for (auto& [key, mb] : batchMap) {
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if (mb.hasTexture) anyTextured = true;
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groupRes.mergedBatches.push_back(std::move(mb));
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}
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groupRes.allUntextured = !anyTextured && !groupRes.mergedBatches.empty();
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}
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// Copy portal data for visibility culling
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@ -1198,6 +1201,18 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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for (uint32_t gi : dl.visibleGroups) {
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const auto& group = model.groups[gi];
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// Skip groups with SHOW_SKYBOX flag (0x20000) — these are transparent
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// sky windows meant to show the skybox behind them, not solid geometry
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if (group.groupFlags & 0x20000) {
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continue;
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}
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// Skip groups where ALL batches use the fallback white texture —
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// these are collision/placeholder/LOD shell groups with no visual data
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if (group.allUntextured) {
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continue;
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}
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// STORMWIND.WMO specific fix: LOD shell visibility control
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// Combination of distance culling + backface culling for best results
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bool isLODShell = false;
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