Add 3D level-up effect using LevelUp.m2 spell model

Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
This commit is contained in:
Kelsi 2026-02-19 20:36:25 -08:00
parent 1fb1daea7f
commit da49593268
13 changed files with 321 additions and 128 deletions

View file

@ -31,6 +31,7 @@ class LightingManager;
class SkySystem;
class SwimEffects;
class MountDust;
class LevelUpEffect;
class CharacterRenderer;
class WMORenderer;
class M2Renderer;
@ -122,6 +123,7 @@ public:
// Emote support
void playEmote(const std::string& emoteName);
void triggerLevelUpEffect(const glm::vec3& position);
void cancelEmote();
bool isEmoteActive() const { return emoteActive; }
static std::string getEmoteText(const std::string& emoteName, const std::string* targetName = nullptr);
@ -186,6 +188,7 @@ private:
std::unique_ptr<SkySystem> skySystem; // Coordinator for sky rendering
std::unique_ptr<SwimEffects> swimEffects;
std::unique_ptr<MountDust> mountDust;
std::unique_ptr<LevelUpEffect> levelUpEffect;
std::unique_ptr<CharacterRenderer> characterRenderer;
std::unique_ptr<WMORenderer> wmoRenderer;
std::unique_ptr<M2Renderer> m2Renderer;