Effect model additive blend, teleport facing, tighter area triggers

Classify light shafts, portals, spotlights, bubbles, and similar M2
doodads as spell effects so they render with additive blending instead
of as solid opaque objects.

Set camera yaw from server orientation on world load so teleports face
the correct direction.

Reduce area trigger minimum radius (3.0 sphere, 4.0 box) to prevent
premature portal firing near tram entrances.
This commit is contained in:
Kelsi 2026-03-06 17:03:29 -08:00
parent d6de60e413
commit dfc53f30a8
3 changed files with 37 additions and 11 deletions

View file

@ -3428,10 +3428,15 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical);
// Set camera position
// Set camera position and facing from server orientation
if (renderer->getCameraController()) {
float yawDeg = 0.0f;
if (gameHandler) {
float canonicalYaw = gameHandler->getMovementInfo().orientation;
yawDeg = 180.0f - glm::degrees(canonicalYaw);
}
renderer->getCameraController()->setOnlineMode(true);
renderer->getCameraController()->setDefaultSpawn(spawnRender, 0.0f, -15.0f);
renderer->getCameraController()->setDefaultSpawn(spawnRender, yawDeg, -15.0f);
renderer->getCameraController()->reset();
}