Commit graph

127 commits

Author SHA1 Message Date
Kelsi
0ebf4d1e5e Load emotes from DBC 2026-02-07 20:02:14 -08:00
Kelsi
361277cf5b Make mushrooms non-blocking foliage 2026-02-07 19:45:09 -08:00
Kelsi
a71902a571 Add tiled particle atlas support 2026-02-07 19:20:37 -08:00
Kelsi
0d94bca896 Fix terrain streaming crash: pendingTiles data race and missing null checks
Guard pendingTiles.erase() with queueMutex in processReadyTiles and
unloadTile to prevent data race with worker threads. Add defensive null
checks in M2/WMO render and animation paths. Move cleanupUnusedModels
out of per-tile unload loop to run once after all tiles are removed.
2026-02-07 18:57:34 -08:00
Kelsi
c156f3d390 Prevent jump spamming, disable face-target while mounted, remove auto-attack on right-click target 2026-02-07 18:57:27 -08:00
Kelsi
2fb01abcaa Halve mount rider bob frequency to one bounce per stride 2026-02-07 18:40:54 -08:00
Kelsi
35fff9307d Add mount rider bob and hoofbeat sounds, improve world map
- Rider character bobs with mount's run animation (sinusoidal, 0.12u amplitude)
- Mount hoofbeat footstep sounds triggered at 4 points per animation cycle
- M key opens map directly to player's current zone instead of continent
- Mouse wheel scroll zooms map in/out between world, continent, and zone views
- Fog of war darkens unexplored zones on continent view, clears on visit
2026-02-07 18:38:36 -08:00
Kelsi
0874f4f239 Fix mount stability, speed parsing, combat dismount, and self-targeting
- Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (missing uint32 field caused garbage speed)
- Always send speed ACK to prevent server stall, even on invalid values
- Defer mount model loading to next frame to avoid render-loop hang
- Compute mount height from tight vertex bounds instead of M2 header bounds
- Dismount when entering combat or casting spells while mounted
- Prevent auto-attacking yourself when self-targeted
- Leave combat when 40+ yards from target, close vendor at 15+ yards
- Pre-open X11 display for reliable mouse release in signal handlers
2026-02-07 18:33:14 -08:00
Kelsi
643611ee79 Add mount system and crash mouse-release handler
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
2026-02-07 17:59:40 -08:00
Kelsi
4a932dd8cd Fix corner and ramp collision clipping
- Remove early-out in wall collision so multiple wall faces are resolved
  per frame, preventing corner clip-through
- Update localTo after each wall push so subsequent triangles check
  against the corrected position
- Tighten collision sweep steps from 0.65 to 0.35 units (max 5 steps)
  for better tunneling prevention on thin walls and corners
2026-02-07 17:13:09 -08:00
Kelsi
87aaa30eed Fix carpet sliding and brighten WMO interiors 10%
- Carpet slide fix: use raw model bounds (rawMax.z) instead of radius-
  inflated effectiveTop for the on-top-of-object check, so thin objects
  like rugs correctly skip lateral push
- Brighten WMO interior vertex lighting from 2.2/0.3 to 2.4/0.35
2026-02-07 17:09:57 -08:00
Kelsi
2d2b9cc1fc Fix M2 interior lighting and carpet sliding
- M2 interior darkening now uses global player-inside-WMO flag instead
  of per-instance queries that were unreliable
- Fix carpet/rug sliding by skipping lateral collision push when player
  is standing on top of any stepable low object, not just platforms
2026-02-07 17:05:30 -08:00
Kelsi
3c2a728ec4 Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
2026-02-07 16:59:20 -08:00
Kelsi
c5a1fe927b Cancel auto-run on left mouse double-click 2026-02-07 16:08:06 -08:00
Kelsi
d9fe774d5f Fix auto-run not triggering run/swim animation
isMoving() re-read raw key states and didn't account for autoRunning flag,
so the animation state machine never saw movement during auto-run.
2026-02-07 16:07:21 -08:00
Kelsi
eb6e42eb59 Add tilde key toggle for auto-run
Pressing ~ toggles auto-run (continuous forward movement). Pressing W or S
cancels it. Also cancelled on respawn/teleport.
2026-02-07 16:05:13 -08:00
Kelsi
3bb0096009 Tighten wall collision thresholds to catch curbs and tunnel walls
Lower MAX_STEP_HEIGHT from 1.0 to 0.6 so curb walls aren't skipped.
Tighten ramp and short surface filters (0.8 height threshold instead of
1.2-1.5) to prevent clipping through tunnel entrance geometry in Stormwind.
2026-02-07 16:03:26 -08:00
Kelsi
7c9661472f Fix ramp clipping by tightening sweep steps, disable shadows by default
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.

Shadows disabled by default in renderer, settings UI, and settings defaults.
2026-02-07 16:00:57 -08:00
Kelsi
fd64ca7445 Fix underground spawns in Stormwind, redesign delete character button
Spawn fix: floor probe used terrain height (underground) instead of server
position when searching for spawn floor. Now probes from max(terrain, serverZ)
so WMO city surfaces above terrain are found correctly. Also invalidates
floor cache on respawn.

Delete button: moved from details panel to bottom row (small, red, far right).
Two-stage confirmation with modal popups: first asks "are you sure", second
warns "THIS CANNOT BE UNDONE" with red DELETE PERMANENTLY button.
2026-02-07 15:58:18 -08:00
Kelsi
6516fd777d Optimize collision further: skip when stationary, cache floor height, fix drop bug
- Skip wall collision sweep entirely when player isn't moving (saves all
  collision calls when standing still)
- Reduce max sweep steps from 4 to 2 with 1.0f step size (all paths:
  follow, free-fly, swimming)
- Cache floor height between frames, reuse when position changes <0.5 units
- Fix floor height not updating after walking off tall objects (fountain etc)
  by always smoothing toward detected ground instead of ignoring drops >2 units
- Reduce free-fly ground probes from 5 to 1
- Disable WMO camera collision (raycast + floor probes) for performance
- Add spatial grid to raycastBoundingBoxes for when camera collision is re-enabled
2026-02-07 15:54:33 -08:00
Kelsi
974384c725 Add per-group spatial grid for WMO collision and reduce collision call frequency
Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
2026-02-07 15:47:43 -08:00
Kelsi
751e6fdbde Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
Kelsi
ca88860929 Skip bone computation for off-screen M2 instances, sort by model for batched VAO binds, and eliminate sqrt in distance fade 2026-02-07 14:37:14 -08:00
Kelsi
249c4fa842 Parallelize M2 bone matrix computation across worker threads
Split the M2 animation update loop into three phases: sequential animation state update, parallel bone matrix computation via std::async (when 32+ animated instances), and sequential particle update. Each thread processes a disjoint slice of instances so no synchronization is needed.
2026-02-07 14:28:14 -08:00
Kelsi
05870c1f03 Only face target when in combat, not when selecting friendly NPCs 2026-02-07 13:56:58 -08:00
Kelsi
0ae38a59c8 Snap player to terrain after loading to prevent spawning underground 2026-02-07 13:50:30 -08:00
kelsi davis
545cfbbc0e Upgrade to C++20 and fix all compilation warnings
- Upgrade from C++17 to C++20
- Remove unused helper functions (selectSpawnPreset, parseVec3Csv, parseYawPitchCsv)
- Mark unused parameters with [[maybe_unused]] attribute
- Remove unused variables (nameColor, currentRace, steppingUp, steppingDown, awayFromWallMotion)
- Fix all -Wunused-* warnings

Build now completes with zero warnings.
2026-02-07 11:43:37 -08:00
Kelsi
104a9d0898 Enable M2 particle emitters with correct WotLK struct parsing and overflow guards 2026-02-06 20:57:02 -08:00
Kelsi
e38c0213e4 Fix online item GUID resolution, async terrain loading, and inventory enrichment
Enrich online inventory from local DB when server data is incomplete, add
resolveOnlineItemGuid fallback for sell/equip/use, use async enqueueTile for
initial terrain load, improve walk/run animation fallbacks, clear target on
loot close, and broaden equipability detection to include armor/subclass.
2026-02-06 18:52:28 -08:00
Kelsi
fdc614902b Fix online interactions, UI, and inventory sync 2026-02-06 18:34:45 -08:00
Kelsi
81166346ef Fix respawned corpse movement, faction hostility, and add WoW-canonical mob level colors
Reset NPC animation to idle when health goes from 0 to >0 (respawn), prevent
dead NPCs from being moved by server movement packets. Fix faction hostility
to check factionGroup Monster bit and individual enemy arrays, not just
enemyGroup. Add level-based mob coloring: grey (no XP), green (easy), yellow
(even), orange (hard), red (very hard) for target frame and selection circle.
2026-02-06 16:47:07 -08:00
Kelsi
2aa8187562 Fix camera orbit, deselect, chat formatting, loot/vendor bugs, critter hostility, and character screen
Smooth idle camera orbit without jump at loop boundary, click empty space to
deselect target, auto-target when attacked, fix critter hostility so neutral
factions aren't flagged red, add armor/stats to item templates, fix loot
iterator invalidation, show item template names as fallback, position drop
confirmation at cursor, remove [SYSTEM] chat prefix, show NPC names in monster
say/yell, and prevent auto-login on character select screen.
2026-02-06 16:40:44 -08:00
Kelsi
2ddef93f52 Fix spell targeting, item query parsing, loot UI, hair/skin textures, and attack animations
Fix spell cast target fallback using selected target instead of no-op tautology.
Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE to always read 10 stat pairs (server sends
all 10 regardless of statsCount), fixing misaligned armor/stat reads. Fix XP gain
parser to read float groupRate + uint8 RAF instead of bogus uint32 groupBonus.
Add item icons and quality-colored names to loot window. Use actual character
appearance bytes for CharSections.dbc skin/face/hair lookups instead of hardcoded
defaults. Add weapon-type-aware attack animation selection (2H prioritizes anim 18).
Add readable spell cast failure messages and vendor sell hint.
2026-02-06 15:41:29 -08:00
Kelsi
f0aad5e97f Fix spline parsing, hair texture, and popup window positioning
Restore unconditional verticalAccel/effectStartTime reads in spline parser
with pointCount safety cap at 256. Load player hair texture from
CharSections.dbc instead of hardcoded path, and restrict render fallback
to not apply skin composite to hair batches. Change loot/gossip/vendor
windows to re-center on each open via ImGuiCond_Appearing.
2026-02-06 15:18:50 -08:00
Kelsi
aa11ffda72 Fix terrain streaming loop and auto-select single realm/character
Use getRemainingTileCount (pending + readyQueue) and processAllReadyTiles
to prevent loading screen from exiting before tiles are finalized. Auto-select
realm and character when only one is available.
2026-02-06 14:56:26 -08:00
Kelsi
81d712121e Add loading screen to online mode, fix ImGui frame conflict, truncate log on start
Online world entry now shows a progress bar during character model,
terrain, and tile streaming. Fixed loading screen crash from calling
ImGui::NewFrame while a frame was already in progress. Log file is
now truncated on each launch instead of appending.
2026-02-06 14:49:53 -08:00
Kelsi
6f33392155 Add progress bar to loading screen and handle resize during loading
Loading screen now shows a gold progress bar with percentage and status
text. All loading steps poll SDL events for window resize and quit.
2026-02-06 14:43:18 -08:00
Kelsi
394e91cd9e Add character screen model preview, item icons, stats panel, and fix targeting bugs
Enhanced the C-key character screen with a 3-column layout featuring a 3D
character model preview (with drag-to-rotate), item icons loaded from BLP
textures via ItemDisplayInfo.dbc, and a stats panel showing base + equipment
bonuses. Fixed selection circle clipping under terrain by adding a Z offset,
and corrected faction hostility logic that was wrongly marking hostile mobs
as friendly.
2026-02-06 14:24:38 -08:00
Kelsi
7128ea1417 Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
2026-02-06 13:47:03 -08:00
Kelsi
88241cbddc Render M2 glow batches as billboarded light sprites
Replace flat mesh rendering of additive/mod blend batches (blendMode >= 3)
with camera-facing point sprites using a soft radial gradient texture and
additive blending. Adds M2 particle emitter infrastructure (structs, shader,
parsing stubs) but disables emitter parsing — the assumed 476-byte struct
size is wrong for WotLK 3.3.5a, causing misaligned reads that explode RAM.
2026-02-06 08:58:26 -08:00
Kelsi
b9fdc3396d Skip additive/mod blend batches in M2 rendering
These batches are particle emitter placeholder geometry (glow halos,
light volumes) that render as visible transparent discs without a proper
particle system. Skip them entirely instead of attempting to render as
raw mesh geometry.
2026-02-06 08:05:40 -08:00
Kelsi
81b1f87313 Fix lantern glow rendering and add NPC combat animations
Disable depth testing for additive/mod blend mode batches so glow quads
render as proper light halos instead of visible transparent discs. Add
NPC swing callback to play attack animation (anim 16) when NPCs melee
in single-player combat.
2026-02-06 03:39:36 -08:00
Kelsi
74bcce4f57 Double WMO group distance cull from 80 to 160 units 2026-02-06 03:28:56 -08:00
Kelsi
e01d80f4eb Add unlit rendering for M2 glow/additive batches
Batches with the M2 unlit material flag (0x01) or additive blend modes
(3+) now skip lighting, shadows, and fog, emitting texture color directly.
Fixes lantern glow quads appearing as dull transparent circles.
2026-02-06 03:28:21 -08:00
Kelsi
4d80b92c39 Parse M2 render flags and apply per-batch blend modes
Water/lava batches in fountain and Ironforge M2 models use non-opaque
blend modes (alpha, additive) defined in the M2 material table. Without
parsing these, they rendered as solid surfaces extending visibly beyond
their containers. Now each batch looks up its blend mode from the
material array and sets the appropriate GL blend function.
2026-02-06 01:54:25 -08:00
Kelsi
ad04da31c3 Implement M2 texture animation (UV scrolling) for fountain water
Parse M2TextureTransform entries and texture transform lookups from the
M2 binary, then apply per-batch UV offsets in the vertex shader using
the existing animation time base and global sequence durations.
2026-02-06 01:49:27 -08:00
Kelsi
e8fecfb3be Fix NPC hair/geoset rendering using DBC lookups
Use CharHairGeosets.dbc to map (race, sex, hairStyleId) to the correct
group 0 scalp mesh instead of the broken 101+hairStyleId formula. Filter
group 0 submeshes so only the body base and correct hair mesh render
(prevents overlapping scalp variants). Fix ItemDisplayInfo.dbc column
indices (5→7) and geoset formulas for equipment. Add CharSections.dbc
hair texture lookup and CharacterFacialHairStyles.dbc support.
2026-02-06 01:02:35 -08:00
Kelsi
4c77f7ee7b Add texture fallback for body parts with white texture
For body part batches (group 0) that resolve to white/fallback texture,
fall back to the first valid texture in the model. This handles humanoid
NPCs where body parts use different texture slots that may not be set.
2026-02-05 23:51:50 -08:00
Kelsi
9de3f2d327 Fix NPC body parts by applying baked texture to all skin slots
Baked NPC textures must be applied to all skin-related texture slots
(type 1 char skin, type 2 object skin, type 6 hair) since body parts
use different texture slots. Removed separate hair texture lookup as
baked textures already include the complete NPC appearance.
2026-02-05 23:48:06 -08:00
Kelsi
ec937bc6d3 Fix NPC body parts by skipping batches with fallback texture
M2 humanoid models have duplicate body meshes - one set for baked textures
and another for skin compositing. Skip body part batches (group 0) that
resolve to white/fallback texture to avoid rendering the wrong set.
2026-02-05 23:44:45 -08:00