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fix(rendering): filter player hair geosets via CharHairGeosets.dbc
buildDefaultPlayerGeosets() was inserting all submeshIds 0-99 into activeGeosets, showing every hair variation simultaneously. Now uses the hairGeosetMap_ (from CharHairGeosets.dbc) to select only the correct hair scalp geoset for the player's race/sex/style, matching the existing NPC geoset filtering logic in EntitySpawner.
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3 changed files with 62 additions and 11 deletions
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@ -63,7 +63,8 @@ public:
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void compositePlayerSkin(uint32_t modelSlotId, const PlayerTextureInfo& texInfo);
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// Build default active geosets for player character
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std::unordered_set<uint16_t> buildDefaultPlayerGeosets(uint8_t hairStyleId, uint8_t facialId);
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std::unordered_set<uint16_t> buildDefaultPlayerGeosets(uint8_t raceId, uint8_t sexId,
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uint8_t hairStyleId, uint8_t facialId);
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// Equipment weapon loading (reads inventory, attaches weapon M2 models)
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void loadEquippedWeapons();
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