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

@ -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)