Body parts (submeshId 0-99) now always render regardless of activeGeosets.
Other geoset groups (hair, chest, etc.) still require explicit enabling.
This fixes missing body parts while maintaining equipment filtering.
Expanded body part geoset range from 0-18 to 0-99 to cover all humanoid
submesh IDs. Added per-model debug logging to track submesh IDs and
geoset filtering behavior.
Geoset filtering was incorrectly hiding NPC body parts because submesh
IDs don't match the expected geoset ID convention. Disabled until proper
mapping is implemented.
M2 batches have a geosetIndex field that determines the geoset group for
filtering (0-18=body, 1xx=hair, etc.). We were incorrectly using submeshId
from the submesh struct instead. Now properly stores and uses geosetId.
selectSpawnPreset() was always returning a preset (Goldshire by default),
overriding the saved character position. Now returns nullptr when no
WOW_SPAWN env var is set, allowing saved position to be used.
loadSinglePlayerCharacterState was updating the character struct but not
movementInfo, which startSinglePlayer uses for spawn position. Now sets
movementInfo.x/y/z/orientation from saved state.
Baked NPC textures already include complete appearance (skin, features,
armor). Equipment component textures are designed for player characters
with different UV layout and were causing body parts to disappear.
Load and attach helmet M2 models to humanoid NPCs from ItemDisplayInfo.dbc.
Revert equipment texture compositing since baked NPC textures are 256x256
(incompatible with 512x512 region system). Add debug logging for equipment
display IDs.
Load equipment display IDs from CreatureDisplayInfoExtra.dbc and look up
geoset groups from ItemDisplayInfo.dbc. Apply appropriate geosets for
chest, pants, boots, gloves, tabard, and cape. Hide hair when NPC wears
a helmet.
Set correct hair style and facial hair geosets based on CreatureDisplayInfoExtra.
Load hair textures from CharSections.dbc using race, sex, hairStyleId, and
hairColorId for proper hair coloring on humanoid NPCs.
Load CreatureDisplayInfoExtra.dbc to get baked texture names for humanoid
NPCs. Apply textures from Textures\BakedNpcTextures\ to type-1 texture
slots. Also spawn player model in online mode and set active character
GUID for both single-player and online modes.
- Fix encryption desync by tracking decrypted header bytes in world socket
- Fix UPDATE_OBJECT movement block parsing to handle 3.3.5a update flags
- Fix UNIT_FIELD_DISPLAYID index (67, not 71)
- Add creature spawn/despawn callbacks with DBC-based model loading
- Add SMSG_COMPRESSED_UPDATE_OBJECT opcode support
Add world entry callback that triggers terrain loading when receiving
SMSG_LOGIN_VERIFY_WORLD. Fix coordinate conversion by applying
serverToCanonical() to properly swap X/Y axes from server format.
- Use 6-byte CMSG header (uint16 size + uint32 opcode) for client-to-server
- Enable RC4 encryption immediately after sending AUTH_SESSION
- Encrypt all 6 header bytes to match AzerothCore expectations
- Add 8-byte addon info (addonCount + clientTime) for proper parsing
- Fix CharCreateResult enum to use correct WoW 3.3.5a response codes
- Add CHAR_NAME_* error codes for name validation messages
- Allow character list refresh from CHAR_LIST_RECEIVED state
Reduce max zoom to 15 units when inside a building. Increase player
collision radius to 0.70, lower step height threshold, and use more
aggressive pushback and finer sweep steps to prevent wall clipping.
- Remove complex ramp/edge filtering that was skipping building walls
- Simpler wall detection: any vertical geometry above step height
- Add intro camera pan on game start
- Use explicit loaded flag for heightmap instead of checking height values
- Increase player collision radius from 0.50 to 0.55 for better wall collision
Don't snap player down when detected floor is >2 units below current
position. This prevents falling through upper floors when the raycast
accidentally detects the ground floor through geometry gaps.
- Increase footprint sampling radius from 0.28 to 0.4 units
- Only update floor cache if found floor is close to query height
- Prevents caching wrong floor from different stories
Skip cached floor height if it's too far below query point (>4 units),
forcing a full raycast. This handles cases where the cache has a
different floor's height (e.g., ground floor cached while on upper floor).
Save/load floor cache per map (e.g., cache/wmo_floor_Azeroth.bin) instead
of a single global file. Saves current zone's cache before teleporting,
loads target zone's cache after terrain streaming completes.
Add precomputeFloorCache() method that samples all WMO bounds at load time
and populates the persistent floor height grid. Called after terrain
streaming completes (initial spawn and teleport) when cache is empty.
- Add texture-sorted batch merging with glMultiDrawElements to reduce draw calls
- Pre-compute merged batches at load time instead of per-frame
- Add persistent floor height cache with disk save/load (cache/wmo_floor_cache.bin)
- Reduce collision focus radius and sweep steps for faster collision checks
- Add floor cache size to performance HUD
- Reduce WMO group distance culling to 80 units