Fix grey WMO curtains by skipping window/sky materials, fix /unstuck

- Skip WMO batches with material flags F_SIDN (0x20) or F_WINDOW (0x40)
  which are transparent sky/window panes that render as grey curtains
- Fix /unstuck: always nudge 5 units forward first, then sample floor at
  destination instead of teleporting back to last safe position (which
  could be the stuck location itself)
This commit is contained in:
Kelsi 2026-02-14 21:15:28 -08:00
parent dd99dd8bad
commit ef0b1b45ef
2 changed files with 17 additions and 20 deletions

View file

@ -1103,7 +1103,7 @@ void Application::setupUICallbacks() {
gameHandler->sendChatMessage(game::ChatType::SAY, cmd.str(), "");
};
// /unstuck — prefer safe position or nearest floor, avoid blind +Z snaps.
// /unstuck — nudge player forward and snap to floor at destination.
gameHandler->setUnstuckCallback([this, sampleBestFloorAt, clearStuckMovement, syncTeleportedPositionToServer, forceServerTeleportCommand]() {
if (!renderer || !renderer->getCameraController()) return;
worldEntryMovementGraceTimer_ = std::max(worldEntryMovementGraceTimer_, 1.5f);
@ -1115,35 +1115,26 @@ void Application::setupUICallbacks() {
if (!ft) return;
glm::vec3 pos = *ft;
if (cc->hasLastSafePosition()) {
pos = cc->getLastSafePosition();
pos.z += 1.5f;
cc->teleportTo(pos);
syncTeleportedPositionToServer(pos);
forceServerTeleportCommand(pos);
clearStuckMovement();
LOG_INFO("Unstuck: teleported to last safe position");
return;
}
if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 60.0f)) {
pos.z = *floor + 0.2f;
} else {
pos.z += 20.0f;
}
// Nudge forward to break free of collision seams / stuck geometry.
// Always nudge forward first to escape stuck geometry (M2 models, collision seams).
if (gameHandler) {
float renderYaw = gameHandler->getMovementInfo().orientation + glm::radians(90.0f);
pos.x += std::cos(renderYaw) * 5.0f;
pos.y += std::sin(renderYaw) * 5.0f;
}
// Sample floor at the DESTINATION position (after nudge).
if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 60.0f)) {
pos.z = *floor + 0.2f;
} else {
pos.z += 20.0f;
}
cc->teleportTo(pos);
syncTeleportedPositionToServer(pos);
forceServerTeleportCommand(pos);
clearStuckMovement();
LOG_INFO("Unstuck: recovered to sampled floor");
LOG_INFO("Unstuck: nudged forward and snapped to floor");
});
// /unstuckgy — stronger recovery: safe/home position, then sampled floor fallback.

View file

@ -379,10 +379,16 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
}
bool unlit = false;
uint32_t matFlags = 0;
if (batch.materialId < modelData.materialFlags.size()) {
unlit = (modelData.materialFlags[batch.materialId] & 0x01) != 0;
matFlags = modelData.materialFlags[batch.materialId];
unlit = (matFlags & 0x01) != 0;
}
// Skip materials that are sky/window panes (render as grey curtains if drawn opaque)
// 0x20 = F_SIDN (night sky window), 0x40 = F_WINDOW
if (matFlags & 0x60) continue;
// Merge key: texture ID + alphaTest + unlit (unlit batches must not merge with lit)
uint64_t key = (static_cast<uint64_t>(texId) << 2)
| (alphaTest ? 1ULL : 0ULL)