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Fix NPC movement animation sync and minimap marker behavior
- Use interpolated moveInstanceTo() for normal server NPC position deltas so walk/run animations play instead of visual sliding - Keep hard snaps only for dead units and large corrections/teleports - Add per-creature render position cache to drive interpolation safely across frames and clear it on spawn/despawn/reset - Keep minimap controls visible regardless of quest-status availability - Correct minimap NPC/quest marker projection mapping to match minimap shader transform - Add optional nearby NPC minimap dots setting (default OFF), exposed in Gameplay > Interface and persisted in settings
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4 changed files with 81 additions and 25 deletions
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@ -97,6 +97,7 @@ private:
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int pendingUiOpacity = 65;
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bool pendingMinimapRotate = false;
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bool pendingMinimapSquare = false;
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bool pendingMinimapNpcDots = false;
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bool pendingSeparateBags = true;
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bool pendingAutoLoot = false;
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bool pendingUseOriginalSoundtrack = true;
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@ -105,6 +106,7 @@ private:
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float uiOpacity_ = 0.65f;
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bool minimapRotate_ = false;
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bool minimapSquare_ = false;
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bool minimapNpcDots_ = false;
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bool minimapSettingsApplied_ = false;
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bool volumeSettingsApplied_ = false; // True once saved volume settings applied to audio managers
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