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
This commit is contained in:
Kelsi 2026-02-20 16:40:22 -08:00
parent 504d5d2b15
commit ebaeea43cb
4 changed files with 81 additions and 25 deletions

View file

@ -97,6 +97,7 @@ private:
int pendingUiOpacity = 65;
bool pendingMinimapRotate = false;
bool pendingMinimapSquare = false;
bool pendingMinimapNpcDots = false;
bool pendingSeparateBags = true;
bool pendingAutoLoot = false;
bool pendingUseOriginalSoundtrack = true;
@ -105,6 +106,7 @@ private:
float uiOpacity_ = 0.65f;
bool minimapRotate_ = false;
bool minimapSquare_ = false;
bool minimapNpcDots_ = false;
bool minimapSettingsApplied_ = false;
bool volumeSettingsApplied_ = false; // True once saved volume settings applied to audio managers