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Add idle yawn emote and hearth home tooltip
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189f4a0a58
commit
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7 changed files with 40 additions and 3 deletions
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@ -531,6 +531,10 @@ void CameraController::update(float deltaTime) {
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if (m2Renderer) {
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m2H = m2Renderer->getFloorHeight(x, y, targetPos.z);
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}
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bool firstPerson = (!thirdPerson) || (currentDistance < 0.6f);
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if (firstPerson) {
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wmoH.reset();
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}
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auto base = selectReachableFloor(terrainH, wmoH, targetPos.z, stepUpBudget);
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bool fromM2 = false;
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if (m2H && *m2H <= targetPos.z + stepUpBudget && (!base || *m2H > *base)) {
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@ -607,6 +611,7 @@ void CameraController::update(float deltaTime) {
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// Skip entirely while swimming — the swim floor clamp handles vertical bounds.
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if (!swimming) {
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float stepUpBudget = grounded ? 1.6f : 1.2f;
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bool firstPerson = (!thirdPerson) || (currentDistance < 0.6f);
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// 1. Center-only sample for terrain/WMO floor selection.
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// Using only the center prevents tunnel entrances from snapping
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@ -619,7 +624,7 @@ void CameraController::update(float deltaTime) {
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terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
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}
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float wmoProbeZ = std::max(targetPos.z, lastGroundZ) + stepUpBudget + 0.5f;
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if (wmoRenderer) {
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if (wmoRenderer && !firstPerson) {
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wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, wmoProbeZ);
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}
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groundH = selectReachableFloor(terrainH, wmoH, targetPos.z, stepUpBudget);
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