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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.
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3 changed files with 37 additions and 11 deletions
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@ -3428,10 +3428,15 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
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glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical);
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// Set camera position
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// Set camera position and facing from server orientation
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if (renderer->getCameraController()) {
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float yawDeg = 0.0f;
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if (gameHandler) {
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float canonicalYaw = gameHandler->getMovementInfo().orientation;
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yawDeg = 180.0f - glm::degrees(canonicalYaw);
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}
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renderer->getCameraController()->setOnlineMode(true);
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renderer->getCameraController()->setDefaultSpawn(spawnRender, 0.0f, -15.0f);
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renderer->getCameraController()->setDefaultSpawn(spawnRender, yawDeg, -15.0f);
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renderer->getCameraController()->reset();
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}
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