The previous approach used getFloorHeight which has tight spatial query
bounds and couldn't find WMO floors far above the player. Now uses
reset() which does multi-radius WMO/terrain scanning.
- 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
- Rename spRace_, spGender_, spClass_ to playerRace_, playerGender_, playerClass_
- Remove swingTimer_ reference (server-side combat only)
- Remove teleporter panel UI and all references
- Remove T key binding for teleporter
Build now completes successfully with zero errors.
- Death screen with "Release Spirit" button sends CMSG_REPOP_REQUEST
- Detect player death/resurrection via health updates (VALUES and CREATE)
- Faction hostility map now built per-character race instead of hardcoded Human
- CharSections.dbc texture lookup enabled for all races (was Human-only)
- Fallback texture paths use race folder names instead of hardcoded Human
- Player name in unit frame is clickable for self-targeting
FactionTemplate entries like FT[7] (Defias) have all-zero group flags but are
hostile via their parent Faction.dbc base reputation. Load Faction.dbc, check
ReputationBase for Human race mask, and mark factions with negative base rep
as hostile. Also add symmetric group check and fix Faction.dbc field offsets
(ReputationRaceMask at fields 2-5, ReputationBase at fields 10-13).
FactionGroupMask bits are 1=Player, 2=Alliance, 4=Horde, 8=Monster.
The hostility check was using bit 4 (Horde) to detect monsters, causing
all hostile mobs to appear friendly/green.
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.
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.
- Fix white hair: always override M2 type-6 texture with DBC hair texture when available
- Fix vendor sell: add sellPrice to ItemDef/ItemTemplateRow, use directly instead of empty cache
- Fix empty loot: skip loot window when corpse has no items and no gold
- Revamp spellbook (P key): tabbed UI (General/Active/Passive), spell icons from SpellIcon.dbc, rank text
- Clean up action bar: only auto-populate Attack and Hearthstone, rest assigned via spellbook
- Add talent placeholder (N key): 3-tab window with level/talent point display
- Fix ffplay cleanup: non-blocking waitpid with SIGKILL fallback to prevent orphaned audio processes
- Fix pre-existing getQualityColor visibility for loot window rendering
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.
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.
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.
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.
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.
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.
Fix CMSG_GOSSIP_SELECT_OPTION missing menuId field (was causing
ByteBufferException). Add 12 quest opcodes and clickable quest items in
gossip dialog. NPC attack/death animation callbacks now work for both
single-player and server-spawned creatures, and SMSG_ATTACKERSTATEUPDATE
triggers NPC swing 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.
Fix movement packets to include packed player GUID prefix so the server
tracks position. Fix inventory money display being clipped by child panels.
Add Back and Delete Character buttons to character selection screen with
two-step delete confirmation.
- Add race/gender suffix to helmet M2 paths (e.g. _HuM for Human Male)
so helmet models actually load from MPQ archives
- Include bald scalp mesh (submeshId=1) for hairStyle=0 to cover the
hole at the crown of the body base mesh
- Fix CharacterFacialHairStyles.dbc column indices (no ID column, so
cols 0/1/2 for race/sex/variation instead of 1/2/3)
- Convert facial hair DBC values to proper submeshIds by adding group
base (100+, 200+, 300+)
- Hide hair geosets under helmets and replace with bald scalp cap
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.
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.
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.
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.
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.
- 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
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