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Fix post-hearthstone asset gaps and add quest tracker interactivity
Hearthstone post-teleport fix: - Expand same-map hearthstone precache from 5x5 to 9x9 tiles so workers have more tiles parsed before the player arrives at the bind point - After same-map teleport arrival, enqueue the full load-radius tile grid (17x17 = 289 tiles) at the new position so background workers immediately start loading all WMOs/M2s visible from the new location Quest tracker improvements: - Clicking a quest in the tracker now opens the Quest Log (L) - Remove NoInputs flag so the tracker window receives mouse events - Show only tracked quests in tracker; fall back to all quests if none tracked - Add Track/Untrack button in Quest Log details panel - Abandoning a quest automatically untracks it - Track state stored in GameHandler::trackedQuestIds_ (per-session)
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4 changed files with 72 additions and 15 deletions
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@ -1714,6 +1714,21 @@ void Application::setupUICallbacks() {
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// (e.g. Hearthstone pre-loaded them) so they're GPU-uploaded before
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// the first frame at the new position.
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renderer->getTerrainManager()->processAllReadyTiles();
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// Queue all remaining tiles within the load radius (8 tiles = 17x17)
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// at the new position. precacheTiles skips already-loaded/pending tiles,
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// so this only enqueues tiles that aren't yet in the pipeline.
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// This ensures background workers immediately start loading everything
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// visible from the new position (hearthstone may land far from old location).
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{
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auto [tileX, tileY] = core::coords::worldToTile(renderPos.x, renderPos.y);
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std::vector<std::pair<int,int>> nearbyTiles;
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nearbyTiles.reserve(289);
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for (int dy = -8; dy <= 8; dy++)
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for (int dx = -8; dx <= 8; dx++)
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nearbyTiles.push_back({tileX + dx, tileY + dy});
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renderer->getTerrainManager()->precacheTiles(nearbyTiles);
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}
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return;
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}
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@ -1976,13 +1991,15 @@ void Application::setupUICallbacks() {
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if (mapId == loadedMapId_) {
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// Same map: pre-enqueue tiles around the bind point so workers start
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// loading them now. Uses render-space coords (canonicalToRender).
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// Use radius 4 (9x9=81 tiles) — hearthstone cast is ~10s, enough time
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// for workers to parse most of these before the player arrives.
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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auto [tileX, tileY] = core::coords::worldToTile(renderPos.x, renderPos.y);
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std::vector<std::pair<int,int>> tiles;
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tiles.reserve(25);
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for (int dy = -2; dy <= 2; dy++)
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for (int dx = -2; dx <= 2; dx++)
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tiles.reserve(81);
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for (int dy = -4; dy <= 4; dy++)
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for (int dx = -4; dx <= 4; dx++)
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tiles.push_back({tileX + dx, tileY + dy});
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terrainMgr->precacheTiles(tiles);
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