Fix character geoset mapping and texture corruption on equipment change

Corrected CharGeosets group assignments verified via vertex bounding boxes:
- Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins,
  Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads,
  Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet
- Changed bare shin default from 501 to 502 for better width match
  with thigh mesh (0.39 vs 0.32, thighs are 0.42)
- Added clearCompositeCache() to prevent stale composite textures
  from being reused across equipment changes
- Fixed character preview geoset defaults to match corrected mapping
This commit is contained in:
Kelsi 2026-02-15 20:53:01 -08:00
parent 8a468e9533
commit ed6b305158
10 changed files with 424 additions and 169 deletions

View file

@ -3347,7 +3347,9 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
}
// Trigger creature spawn callback for units/players with displayId
if ((block.objectType == ObjectType::UNIT || block.objectType == ObjectType::PLAYER) && unit->getDisplayId() != 0) {
if (block.objectType == ObjectType::PLAYER && block.guid != playerGuid) {
if (block.objectType == ObjectType::PLAYER && block.guid == playerGuid) {
// Skip local player — spawned separately via spawnPlayerCharacter()
} else if (block.objectType == ObjectType::PLAYER) {
if (playerSpawnCallback_) {
uint8_t race = 0, gender = 0, facial = 0;
uint32_t appearanceBytes = 0;
@ -3725,7 +3727,9 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
displayIdChanged &&
unit->getDisplayId() != 0 &&
unit->getDisplayId() != oldDisplayId) {
if (entity->getType() == ObjectType::PLAYER && block.guid != playerGuid) {
if (entity->getType() == ObjectType::PLAYER && block.guid == playerGuid) {
// Skip local player — spawned separately
} else if (entity->getType() == ObjectType::PLAYER) {
if (playerSpawnCallback_) {
uint8_t race = 0, gender = 0, facial = 0;
uint32_t appearanceBytes = 0;