Commit graph

341 commits

Author SHA1 Message Date
Kelsi
c622fde7be physics: implement knockback simulation from SMSG_MOVE_KNOCK_BACK
Previously the handler ACKed with current position and ignored the
velocity fields entirely (vcos/vsin/hspeed/vspeed were [[maybe_unused]]).
The server expects the client to fly through the air on knockback — without
simulation the player stays in place while the server models them as airborne,
causing position desync and rubberbanding.

Changes:
- CameraController: add applyKnockBack(vcos, vsin, hspeed, vspeed)
  that sets knockbackHorizVel_ and launches verticalVelocity = -vspeed
  (server sends vspeed as negative for upward launches, matching TrinityCore)
- Physics loop: each tick adds knockbackHorizVel_ to targetPos then applies
  exponential drag (KNOCKBACK_HORIZ_DRAG=4.5/s) until velocity < 0.05 u/s
- GameHandler: parse all four fields, add KnockBackCallback, call it for
  the local player so the camera controller receives the impulse
- Application: register the callback — routes server knockback to physics

The existing ACK path is unchanged; the server gets position confirmation
as before while the client now actually simulates the trajectory.
2026-03-10 12:28:11 -07:00
Kelsi
acbfe99401 anim: also trigger animation update on walk/run transitions for creatures
Extend the locomotion state-change detection to include the WALKING
movement flag. Previously a creature that switched from walking to
running (or vice versa) while staying in the moving state would keep
playing the wrong animation because only the moving/idle transition
was tracked.

Add creatureWasWalking_ alongside creatureWasSwimming_ and
creatureWasFlying_; guard the walking check with isMovingNow to avoid
spurious triggers when the flag flips while the creature is idle.
Clear and erase the new map at world reset and creature/player despawn.
2026-03-10 12:04:59 -07:00
Kelsi
2717018631 anim: fix creature animation not updating on swim/fly state transitions
Previously, the animation update for other entities (creatures, players)
was only triggered when the moving/idle state changed. This meant a
creature landing while still moving would stay in FlyForward instead of
switching to Run, and a flying-idle creature touching down would keep
the FlyIdle animation instead of returning to Stand.

Fix: track creatureWasSwimming_ and creatureWasFlying_ alongside
creatureWasMoving_, and fire the animation update whenever any of the
three locomotion flags change. Clean up the new maps on world reset and
on per-creature despawn.
2026-03-10 12:03:33 -07:00
Kelsi
8a20ccb69d anim: fix fly animation IDs to 158/159 (FlyIdle/FlyForward) 2026-03-10 11:58:19 -07:00
Kelsi
30a65320fb anim: add flying state tracking and Fly/FlyIdle animation selection for entities
Previously the move-flags callback only tracked SWIMMING and WALKING,
so flying players/mounts always played Run(5) or Stand(0) animations
instead of Fly(61)/FlyIdle(60).

Changes:
- Add creatureFlyingState_ (mirroring creatureSwimmingState_) set by
  the FLYING flag (0x01000000) in unitMoveFlagsCallback_.
- Update animation selection: moving+flying → 61 (Fly/FlyForward),
  idle+flying → 60 (FlyIdle/hover). Flying takes priority over swim
  in the priority chain: fly > swim > walk > run.
- Clear creatureFlyingState_ on world reset.
2026-03-10 11:56:50 -07:00
Kelsi
d7ebc5c8c7 game/rendering: drive Walk(4) and swim state from movement flags
Add UnitMoveFlagsCallback fired on every MSG_MOVE_* with the raw
movement flags field. Application.cpp uses it to update swimming
and walking state from any packet, not just explicit START_SWIM/
STOP_SWIM opcodes — fixing cold-join cases where a player is already
swimming when we enter the world.

Per-frame animation sync now selects Walk(4) when the WALKING flag is
set, Run(5) otherwise, and Swim(42)/SwimIdle(41) when swimming.
UnitAnimHintCallback is simplified to jump (38=JumpMid) only.
2026-03-10 10:55:23 -07:00
Kelsi
333ada8eb6 rendering/game: track per-entity swim state for correct water animations
- Add creatureSwimmingState_ map to track which units are swimming
- unitAnimHintCallback with animId=42 (Swim): marks entity as swimming
- unitAnimHintCallback with animId=0 (MSG_MOVE_STOP_SWIM): clears swim state
- Per-frame sync: uses Swim(42)/SwimIdle(41) when swimming, Run(5)/Stand(0) otherwise
  — creatures/players now show SwimIdle when standing still in water
- Clear creatureSwimmingState_ on creature/player despawn and world reset
2026-03-10 10:36:45 -07:00
Kelsi
14c2bc97b1 rendering/game: fix other-player movement animations and add jump/swim hints
- MSG_MOVE_STOP/STOP_STRAFE/STOP_TURN/STOP_SWIM/FALL_LAND: snap entity to
  stop position (duration=0) and pass durationMs=0 to renderer so the
  Run-animation flash is suppressed; per-frame sync plays Stand on next frame
- MSG_MOVE_JUMP: fire new UnitAnimHintCallback with anim 38 (JumpMid) so
  other players and NPCs visually leave the ground during jumps
- MSG_MOVE_START_SWIM: fire UnitAnimHintCallback with anim 42 (Swim)
- Wire up UnitAnimHintCallback in application.cpp; skips Death (anim 1)
2026-03-10 10:30:50 -07:00
Kelsi
137b25f318 rendering: fix NPC movement animation IDs and remove redundant player anim
The renderer's CharAnimState machine already drives player character
animations (Run=5, Walk=4, Jump, Swim, etc.) — remove the conflicting
camera controller code added in the previous commit.

Fix creature movement animations to use the correct WoW M2 IDs:
4=Walk, 5=Run. Both the per-frame sync loop and the SMSG_MONSTER_MOVE
spline callback now use Run (5) for NPC movement.
2026-03-10 10:19:13 -07:00
Kelsi
baaa063342 rendering: play Run animation during SMSG_MONSTER_MOVE spline paths
creatureMoveCallback now plays anim 4 (Run) when a spline move begins
(durationMs > 0), mirroring the per-frame sync logic so NPC/player
characters animate correctly during server-driven path moves as well
as position-sync moves.
2026-03-10 10:09:02 -07:00
Kelsi
4e137c4061 rendering: drive Run/Stand animations from actual movement state
CameraController now transitions the player character to Run (anim 4)
on movement start and back to Stand (anim 0) on stop, guarded by a
prevPlayerMoving_ flag so animation time is not reset every frame.
Death animation (anim 1) is never overridden.

Application creature sync similarly switches creature models to Run (4)
when they move between server positions and Stand (0) when they stop,
with per-guid creatureWasMoving_ tracking to avoid per-frame resets.
2026-03-10 10:06:56 -07:00
Kelsi
c8d9d6b792 rendering/game: make player model semi-transparent in ghost form
Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST
transitions on or off in UPDATE_OBJECT / login detection. Add
setInstanceOpacity() to CharacterRenderer to directly set opacity
without disturbing fade-in state. Application wires the callback to
set opacity 0.5 on ghost entry and 1.0 on resurrect.
2026-03-10 09:57:24 -07:00
Kelsi
366321042f rendering/game: sync camera sit state from server-confirmed stand state
Add CameraController::setSitting() and call it from the StandStateCallback
so the camera blocks movement when the server confirms the player is
sitting or kneeling (stand states 1-6, 8). This prevents the player
from sliding across the ground after sitting.

Death (state 7) deliberately leaves sitting=false so the player can
still respawn/move after death without input being blocked.
2026-03-10 09:51:15 -07:00
Kelsi
9f3c236c48 game/rendering: drive player stand-state animation from SMSG_STANDSTATE_UPDATE
Add StandStateCallback to GameHandler, fired when the server confirms
a stand state change (SMSG_STANDSTATE_UPDATE). Connect in Application
to map the WoW stand state (0-8) to M2 animation IDs on the player
character model:
  - 0 = Stand → anim 0 (Stand)
  - 1-6 = Sit variants → anim 27 (SitGround)
  - 7 = Dead → anim 1 (Death)
  - 8 = Kneel → anim 72 (Kneel)

Sit and Kneel animations are looped so the held-pose frame stays
visible; Death stays on the final frame.
2026-03-10 09:46:46 -07:00
Kelsi
59c50e3beb game/rendering: play SpellCast animation during SMSG_SPELL_START
Add SpellCastAnimCallback to GameHandler, triggered on SMSG_SPELL_START
(start=true) and cleared on SMSG_SPELL_GO / SMSG_SPELL_FAILURE
(start=false) for both the player and other units.

Connect the callback in Application to play animation 3 (SpellCast) on
the player character, NPCs, and other players when they begin a cast.
The cast animation is one-shot (loop=false) so it auto-returns to Stand
when complete via the existing return-to-idle logic.

Also fire stop-cast on spell failure to cancel any stuck cast pose.
2026-03-10 09:42:17 -07:00
Kelsi
55895340e9 game: connect emote animation callback to creature/player renderers
SMSG_EMOTE packets for NPCs and other players were received but the
emoteAnimCallback_ was never wired to the rendering layer.  Register
the callback in application.cpp so that when the server sends an emote
animation ID, the corresponding CharacterRenderer instance plays it as
a one-shot animation (loop=false), falling back to idle on completion.

Lookups check creatureInstances_ first, then playerInstances_ so both
NPCs and other online players respond to server emote packets.
2026-03-10 09:25:58 -07:00
Kelsi
4f51103cdb game: clear permanent-failure and dead-creature caches on same-map reconnect
After reconnect, `creaturePermanentFailureGuids_` and `deadCreatureGuids_`
could retain stale entries for GUIDs not tracked in `creatureInstances_`
(creatures that failed to load or died before being spawned).  These stale
entries would silently block re-spawning or cause wrong death state on the
fresh CREATE_OBJECTs the server sends after reconnect.

Clear both caches in the reconnect-to-same-map path so server state is
authoritative after every reconnect.
2026-03-10 08:55:23 -07:00
Kelsi
a06ac018ea game: use targeted entity cleanup on reconnect to same map, preserving terrain
The previous reconnect fix caused loadOnlineWorldTerrain to run, which
cleared and reloaded all terrain tiles — unnecessarily heavy for a
reconnect where the map hasn't changed.

New path: when isInitialEntry=true and mapId==loadedMapId_, despawn all
tracked creature/player/GO instances from the renderer (proper cleanup),
clear all pending spawn queues, update player position, and return — the
terrain stays loaded and the server's fresh CREATE_OBJECTs repopulate
entities normally.
2026-03-10 08:50:25 -07:00
Kelsi
54246345bb game: fix NPCs not spawning on reconnect to same map
On disconnect/reconnect to the same map, entityManager was not cleared
and creatureInstances_ still held old entries from the previous session.
When the server re-sent CREATE_OBJECT for the same GUIDs, the spawn
callback's early-return guard (creatureInstances_.count(guid)) silently
dropped every NPC re-spawn, leaving the world empty.

Fixes:
- disconnect() now calls entityManager.clear() to purge stale entities
- WorldEntryCallback gains a bool isInitialEntry parameter (true on first
  login or reconnect, false on in-world teleport/flight landing)
- Same-map optimization path skipped when isInitialEntry=true, so
  loadOnlineWorldTerrain runs its full cleanup and properly despawns old
  creature/player instances before the server refreshes them
2026-03-10 08:35:36 -07:00
Kelsi
0ea8e55ad4 ui,game,pipeline: player nameplates always-on, level-up ring effect, vanilla tile fallback, warden null guard
- Nameplates: player names always rendered regardless of V-key toggle;
  separate cull distance 40u (players/target) vs 20u (NPCs); cyan name
  color for other players; fade alpha scales with cull distance
- Level-up: add expanding golden ring burst (3 staggered waves, 420u
  max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2
  is still attempted as a bonus on top
- Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that
  when the primary manifest is an expansion-specific DBC-only subset
  (e.g. Data/expansions/vanilla/), world terrain files fall back to
  the base Data/ extraction; wired in Application::initialize()
- Warden: map a null guard page at address 0x0 in the Unicorn emulator
  so NULL-pointer reads in the module don't crash with UC_ERR_MAP;
  execution continues past the NULL read for better diagnostics
2026-03-10 07:25:04 -07:00
Kelsi
3cdaf78369 game,warden,assets: fix unknown player names, warden heap overlap, and Vanilla Item.dbc
- game: clear pendingNameQueries on player out-of-range and DESTROY_OBJECT so
  re-entering players get a fresh name query instead of being silently skipped
- game: add 5s periodic name resync scan that re-queries players with empty names
  and no pending query, recovering from dropped CMSG_NAME_QUERY responses
- warden: fix UC_ERR_MAP by moving HEAP_BASE from 0x200000 to 0x20000000; the old
  heap [0x200000, 0x1200000) overlapped the module at 0x400000, causing Unicorn to
  reject the heap mapping and abort emulator initialisation
- warden: add early overlap check between module and heap regions to catch future
  layout bugs at init time
- assets: add loadDBCOptional() which logs at DEBUG level when a DBC is absent,
  for files that are not distributed on all expansions
- assets: use loadDBCOptional for Item.dbc (absent on Vanilla 1.12 clients) and
  fall back to server-sent itemInfoCache displayInfoId for NPC weapon resolution
2026-03-10 07:00:43 -07:00
Kelsi
dc2aab5e90 perf: limit NPC composite texture processing to 2ms per frame
processAsyncNpcCompositeResults() had no per-frame budget cap, so when
many NPCs finished async skin compositing simultaneously (e.g. right
after world load), all results were finalized in a single frame causing
up to 284ms frame stalls. Apply the same 2ms budget pattern used by
processAsyncCreatureResults. Load screen still processes all pending
composites without the cap (unlimited=true).
2026-03-10 06:47:33 -07:00
Kelsi
ea9c7e68e7 rendering,ui: sync selection circle to renderer instance position
The selection circle was positioned using the entity's game-logic
interpolator (entity->getX/Y/Z), while the actual M2 model is
positioned by CharacterRenderer's independent interpolator (moveInstanceTo).
These two systems can drift apart during movement, causing the circle
to appear under the wrong position relative to the visible model.

Fix: add CharacterRenderer::getInstancePosition / Application::getRenderPositionForGuid
and use the renderer's inst.position for XY (with footZ override for Z)
so the circle always tracks the rendered model exactly. Falls back to
the entity game-logic position when no CharacterRenderer instance exists.
2026-03-10 06:33:44 -07:00
Kelsi
fb80b125bd 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)
2026-03-10 05:18:45 -07:00
Kelsi
475e0c213c rendering: downgrade per-NPC-spawn LOG_INFO spam to LOG_DEBUG in application.cpp
Model batch submesh IDs and NPC geoset lists fire on every NPC spawn and
produce excessive log noise in normal gameplay. Downgrade to LOG_DEBUG.
Also downgrade per-equipment-slot DBC lookups from LOG_INFO to LOG_DEBUG.
2026-03-10 04:30:01 -07:00
Kelsi
8f0d2cc4ab terrain: pre-load bind point tiles during Hearthstone cast
When the player starts casting Hearthstone (spell IDs 6948/8690),
trigger background terrain loading at the bind point so tiles are
ready when the teleport fires.

- Add HearthstonePreloadCallback to GameHandler, called from
  handleSpellStart when a Hearthstone cast begins.
- Application callback enqueues a 5×5 tile grid around the bind
  point via precacheTiles() (same-map) or starts a file-cache warm
  via startWorldPreload() (cross-map) during the ~10 s cast time.
- On same-map teleport arrival, call processAllReadyTiles() to
  GPU-upload any tiles that finished parsing during the cast before
  the first frame at the new position.

Fixes: player landing in unloaded terrain and falling after Hearthstone.
2026-03-09 21:57:42 -07:00
Kelsi
e0d47040d3 Fix main-thread hang from terrain finalization; two-pass M2 rendering; tile streaming improvements
Hang/GPU device lost fix:
- M2_INSTANCES and WMO_INSTANCES finalization phases now create instances
  incrementally (32 per step / 4 per step) instead of all at once, eliminating
  the >1s main-thread stalls that caused GPU fence timeouts and device loss

M2 two-pass transparent rendering:
- Opaque/alpha-test batches render in pass 1, transparent/additive in pass 2
  (back-to-front sorted) to fix wing transparency showing terrain instead of
  trees — adds hasTransparentBatches flag to skip models with no transparency

Tile streaming improvements:
- Sort new load queue entries nearest-first so critical tiles load before
  distant ones during fast taxi flight
- Increase taxi load radius 6→8 tiles, unload 9→12 for better coverage

Water refraction gated on FSR:
- Disable water refraction when FSR is not active (bugged without upscaling)
- Auto-disable refraction if FSR is turned off while refraction was on
2026-03-09 20:58:49 -07:00
Kelsi
18e6c2e767 Fix game object sign orientation and restrict nameplates to target only
Game object M2 models share the same default facing (+renderX) as
character models, so apply the same π/2 offset instead of π when
computing renderYawM2go from canonical yaw. This corrects street signs
and hanging shop signs that were 90° off after the server-yaw formula
fix.

Nameplates (health bar + name label) are now only rendered for the
currently targeted entity, matching WoW's default UI behaviour and
reducing visual noise.
2026-03-09 18:45:28 -07:00
Kelsi
97192ab2a4 Upgrade SMSG_PLAY_OBJECT_SOUND/SPELL_IMPACT to 3D positional audio
Add PlayPositionalSoundCallback that carries both soundId and sourceGuid.
In Application, look up the source entity position and play via
AudioEngine::playSound3D(); fall back to playSound2D() when the entity
is unknown. Also read the 8-byte sourceGuid field from the packet
(previously the full 12-byte payload was ignored).
2026-03-09 16:16:39 -07:00
Kelsi
a2c2675039 Wire SMSG_PLAY_SOUND to AudioEngine via SoundEntries.dbc lookup
Add PlaySoundCallback to GameHandler (same pattern as PlayMusicCallback).
When SMSG_PLAY_SOUND arrives, resolve the soundId through SoundEntries.dbc
(fields 3-12 = files, field 23 = DirectoryBase) and play the first found
file as a 2-D sound effect via AudioEngine::playSound2D(). Previously the
opcode was parsed and dropped.
2026-03-09 16:11:19 -07:00
Kelsi
46f2c0df85 Fix SoundEntries.dbc field indices for SMSG_PLAY_MUSIC and remove dead NpcVoiceManager code
Correct SoundEntries.dbc field access in the PlayMusic callback: file names are at
fields 3-12 (not 2-11) and DirectoryBase is at field 23 (not 22). Field 2 is the
Name label string, not a file path.

Remove dead detectVoiceType(creatureEntry) from NpcVoiceManager — it was never
called; actual voice detection uses detectVoiceTypeFromDisplayId() in Application.
2026-03-09 16:01:29 -07:00
Kelsi
e8d068c5cb Add Instance Lockouts window and fix three compiler warnings
- Add Escape Menu → Instance Lockouts button opening a new panel
  that lists active lockouts with instance name (from Map.dbc),
  difficulty, time-until-reset countdown, and locked/extended status.
  map name lookup is cached on first open.
- Fix uninitialized ChatType in sendChatMessage (default to SAY)
- Remove unused startWorld variable in handleMonsterMoveTransport
- Remove unused modelCached variable in spawnOnlineCreature
  Eliminates all -Wunused-but-set-variable and -Wmaybe-uninitialized
  warnings in the main translation units.
2026-03-09 15:52:58 -07:00
Kelsi
4e3d50fc20 Wire SMSG_PLAY_MUSIC to MusicManager via SoundEntries.dbc lookup
Add PlayMusicCallback to GameHandler so SMSG_PLAY_MUSIC (and the
vanilla 0x0103 alias) dispatch a soundId to the registered handler
instead of being silently consumed. Application.cpp registers the
callback, loads SoundEntries.dbc, resolves the first non-empty
Name+DirectoryBase into an MPQ path, and passes it to MusicManager
for non-looping playback. Resolves the TODO in the SMSG_PLAY_MUSIC
handler.
2026-03-09 15:46:19 -07:00
Kelsi
ab32ec8933 Resolve TODO: QuestMarkerRenderer init called explicitly on loadQuestMarkerModels 2026-03-09 15:39:16 -07:00
Kelsi
593fd4e45d Fix Dwarf female VoiceType returning GENERIC instead of DWARF_FEMALE 2026-03-09 15:34:04 -07:00
Kelsi
e4f53ce0c3 Handle SMSG_ACHIEVEMENT_EARNED with toast banner and chat notification
- Parse SMSG_ACHIEVEMENT_EARNED (guid + achievementId + PackedTime date)
  and fire AchievementEarnedCallback for self, chat notify for others
- Add renderAchievementToast() to GameScreen: slides in from right,
  gold-bordered panel with "Achievement Earned!" title + ID, 5s duration
  with 0.4s slide-in/out animation and fade at end
- Add triggerAchievementToast(uint32_t) public method on GameScreen
- Wire AchievementEarnedCallback in application.cpp
- Add playAchievementAlert() to UiSoundManager, loads
  Sound\Interface\AchievementSound.wav with level-up fallback
- SMSG_ALL_ACHIEVEMENT_DATA silently consumed (no tracker UI yet)
2026-03-09 13:53:42 -07:00
Kelsi
a8500a80b5 FSR2: selective clamp, tonemapped accumulation, terrain load radius 3
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- Selective neighborhood clamp: only modify history when there's actual
  motion or disocclusion — static pixels pass history through untouched,
  preventing jitter-chasing from the shifting variance box
- Tonemapped accumulation: Reinhard tonemap before blend compresses bright
  edges so they don't disproportionately cause jitter
- Jitter-aware sample weighting: blend 3-20% based on sample proximity
- Soft MV dead zone: smoothstep instead of step avoids spatial discontinuity
- Aggressive velocity response: 30%/px motion, 50% cap, 80% disocclusion
- Terrain loading: radius 3 (49 tiles) to prevent spawn hitches,
  processOneReadyTile for smooth progress bar updates
2026-03-08 15:15:44 -07:00
Kelsi
2003cc8aaa FSR2: de-jitter scene sampling, fix loading screen progress
FSR2 temporal upscaling:
- De-jitter scene color sampling (outUV - jitterUV) for frame-to-frame
  consistency, eliminating the primary source of temporal jitter
- Remove luminance instability dampening (was causing excessive blur)
- Simplify to uniform 8% blend (de-jittered values are consistent)
- Gamma 2.0 for moderate neighborhood clamping
- Motion vector dead zone: zero sub-0.01px motion from float precision noise

Loading screen:
- Reduce tile load radius from 3 to 2 (25 tiles) for faster loading
- Process one tile per iteration for smooth progress bar updates
2026-03-08 14:50:14 -07:00
Kelsi
0ffeabd4ed Revert "Further reduce tile streaming aggressiveness"
This reverts commit f681a8b361.
2026-03-07 23:02:25 -08:00
Kelsi
f681a8b361 Further reduce tile streaming aggressiveness
- Load radius: 4→3 (normal), 6→5 (taxi)
- Terrain chunks per step: 16→8
- M2 models per step: 6→2 (removed idle boost)
- WMO models per step: 2→1 (removed idle boost)
- WMO doodads per step: 4→2
- All budgets now constant (no idle-vs-busy branching)
2026-03-07 22:55:02 -08:00
Kelsi
a4966e486f Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance
- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection
- Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through
- Fix WMO doodad quaternion component ordering (X/Y swap)
- Linear normal map strength blend in shader for smooth slider control
- Enable shadow sampling for interior WMO groups (covered outdoor areas)
- Backfill deferred normal/height maps after streaming with descriptor rebind
- M2: prepareRender only iterates animated instances, bone dirty flag
- M2: remove worker thread VMA allocation, skip unready bone instances
- WMO: persistent visibility vectors, sequential culling
- Add FSR EASU/RCAS shaders
2026-03-07 22:03:28 -08:00
Kelsi
16c6c2b6a0 Raise diagnostic log thresholds to reduce log noise
SLOW update stages: 3ms → 50ms, renderer update: 5ms → 50ms,
loadModel/processAsync/spawnCreature: 3ms → 100ms,
terrain/camera: 3-5ms → 50ms. Remove per-frame spawn breakdown.
2026-03-07 18:43:13 -08:00
Kelsi
02cf0e4df3 Background normal map generation, queue-draining load screen warmup
- Normal map CPU work (luminance→blur→Sobel) moved to background threads,
  main thread only does GPU upload (~1-2ms vs 15-22ms per texture)
- Load screen warmup now waits until ALL spawn/equipment/gameobject queues
  are drained before transitioning (prevents naked character, NPC pop-in)
- Exit condition: min 2s + 5 consecutive empty iterations, hard cap 15s
- Equipment queue processes 8 items per warmup iteration instead of 1
- Added LoadingScreen::renderOverlay() for future world-behind-loading use
2026-03-07 18:40:24 -08:00
Kelsi
63efac9fa6 Unlimited creature model uploads during load screen, remove duplicate code
Loading screen now calls processCreatureSpawnQueue(unlimited=true) which
removes the 1-upload-per-frame cap and 2ms time budget, allowing all pending
creature models to upload to GPU in bulk. Also increases concurrent async
background loads from 4 to 16 during load screen. Replaces 40-line inline
duplicate of processAsyncCreatureResults with the shared function.
2026-03-07 17:31:47 -08:00
Kelsi
24f2ec75ec Defer normal map generation to reduce GPU model upload stalls by ~50%
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Each loadTexture call was generating a normal/height map inline (3 full-image
passes: luminance + blur + Sobel). For models with 15-20 textures this added
30-40ms to the 70ms model upload. Now deferred to a per-frame budget (2/frame
in-game, 10/frame during load screen). Models render without POM until their
normal maps are ready.
2026-03-07 17:16:38 -08:00
Kelsi
faca22ac5f Async humanoid NPC texture pipeline to eliminate 30-150ms main-thread stalls
Move all DBC lookups (CharSections, ItemDisplayInfo), texture path resolution,
and BLP decoding for humanoid NPCs to background threads. Only GPU texture
uploads remain on the main thread via pre-decoded BLP cache.
2026-03-07 16:54:58 -08:00
Kelsi
7ac990cff4 Background BLP texture pre-decoding + deferred WMO normal maps (12x streaming perf)
Move CPU-heavy BLP texture decoding from main thread to background worker
threads for all hot paths: terrain M2 models, WMO doodad M2s, WMO textures,
creature models, and gameobject WMOs. Each renderer (M2, WMO, Character) now
accepts a pre-decoded BLP cache that loadTexture() checks before falling back
to synchronous decode.

Defer WMO normal/height map generation (3 per-pixel passes: luminance, box
blur, Sobel) during terrain streaming finalization — this was the dominant
remaining bottleneck after BLP pre-decoding.

Terrain streaming stalls: 1576ms → 124ms worst case.
2026-03-07 15:46:56 -08:00
Kelsi
0313bd8692 Performance: ring buffer UBOs, batched load screen uploads, background world preloader
- Replace per-frame VMA alloc/free of material UBOs with a ring buffer in
  CharacterRenderer (~500 allocations/frame eliminated)
- Batch all ready terrain tiles into a single GPU upload during load screen
  (processAllReadyTiles instead of one-at-a-time with individual fence waits)
- Lift per-frame creature/GO spawn budgets during load screen warmup phase
- Add background world preloader: saves last world position to disk, pre-warms
  AssetManager file cache with ADT files starting at app init (login screen)
  so terrain workers get instant cache hits when Enter World is clicked
- Distance-filter expensive collision guard to 8-unit melee range
- Merge 3 CharacterRenderer update loops into single pass
- Time-budget instrumentation for slow update stages (>3ms threshold)
- Count-based async creature model upload budget (max 3/frame in-game)
- 1-per-frame game object spawn + per-doodad time budget for transport loading
- Use deque for creature spawn queue to avoid O(n) front-erase
2026-03-07 13:44:09 -08:00
Kelsi
71e8ed5b7d Reduce initial load to radius 1 (~5 tiles) for fast game entry
Was waiting for all ~50 tiles (radius 4) to fully prepare + finalize
before entering the game. Now loads only the immediate surrounding tiles
during the loading screen, then restores the full radius for in-game
streaming. setLoadRadius just sets an int — actual loading happens lazily
via background workers during the game loop.
2026-03-07 12:39:38 -08:00
Kelsi
f9410cc4bd Fix city NPC stuttering: async model loading, CharSections cache, frame budgets
- Async creature model loading: M2 file I/O and parsing on background threads
  via std::async, GPU upload on main thread when ready (MAX_ASYNC_CREATURE_LOADS=4)
- CharSections.dbc lookup cache: O(1) hash lookup instead of O(N) full DBC scan
  per humanoid NPC spawn (was scanning thousands of records twice per spawn)
- Frame time budget: 4ms cap on creature spawn processing per frame
- Wolf/worg model name check cached per modelId (was doing tolower+find per
  hostile creature per frame)
- Weapon attach throttle: max 2 per 1s tick (was attempting all unweaponized NPCs)
- Separate texture application tracking (displayIdTexturesApplied_) so async-loaded
  models still get skin/equipment textures applied correctly
2026-03-07 11:44:14 -08:00