Commit graph

129 commits

Author SHA1 Message Date
Kelsi
564a286282 fix: stand-up-on-move and nameplate position tracking
Camera controller / sitting:
- Any movement key (WASD/QE/Space) pressed while sitting now clears the
  sitting flag immediately, matching WoW's sit-to-stand-on-move behaviour
- Added StandUpCallback: when the player stands up via local input the
  callback fires setStandState(0) → CMSG_STAND_STATE_CHANGE(STAND) so
  the server releases the sit lock and restores normal movement
- Fixes character getting stuck in sit state after accidentally
  right-clicking a chair GO in Goldshire Inn (or similar)

Nameplates:
- Use getRenderPositionForGuid() (renderer visual position) as primary
  source for nameplate anchor, falling back to entity X/Y/Z only when
  no render instance exists yet; keeps health bars in sync with the
  rendered model instead of the parallel entity interpolator
2026-03-10 19:49:33 -07:00
Kelsi
132598fc88 physics: send MSG_MOVE_START/STOP_ASCEND and START_DESCEND during flight
When flyingActive_, detect Space/X key transitions and emit proper flight
vertical movement opcodes so the server (and other players) see the
correct ascending/descending animation state:

- MSG_MOVE_START_ASCEND  (Space pressed while flying)  → sets ASCENDING flag
- MSG_MOVE_STOP_ASCEND   (Space released while flying) → clears ASCENDING flag
- MSG_MOVE_START_DESCEND (X pressed while flying)      → clears ASCENDING flag
- MSG_MOVE_STOP_ASCEND   (X released while flying)     → clears vertical state

Track wasAscending_/wasDescending_ member state to detect transitions.
Also clear lingering vertical state when leaving flight mode.
2026-03-10 14:32:30 -07:00
Kelsi
a9ddfe70c2 physics: sync server turn rate and fix SPLINE speed handlers
- Add getServerTurnRate() accessor and turnRateOverride_ field so the
  keyboard turn speed respects SMSG_FORCE_TURN_RATE_CHANGE from server
- Convert rad/s → deg/s before applying to camera yaw logic
- Fix SMSG_SPLINE_SET_RUN_BACK/SWIM/FLIGHT/FLIGHT_BACK/SWIM_BACK/WALK/
  TURN_RATE handlers: all previously discarded the value; now update the
  corresponding serverXxxSpeed_ / serverTurnRate_ field when GUID matches
  playerGuid (camera controller syncs these every frame)
2026-03-10 14:18:25 -07:00
Kelsi
e2f65dfc59 physics: add server flight-back speed override to CameraController
SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE was already ACK'd and stored in
serverFlightBackSpeed_, but the value was never accessible or synced
to the CameraController. Backward flight movement always used forward
flight speed (flightSpeedOverride_), making it faster than the server
intended.

- Add getServerFlightBackSpeed() accessor in GameHandler
- Add flightBackSpeedOverride_ field and setter in CameraController
- Apply it in the fly movement block: backward-only flight uses the
  back speed; forward or strafing uses the forward speed as WoW does
- Fallback: 50% of forward flight speed when override is unset
- Sync per-frame in application.cpp alongside the other speed overrides
2026-03-10 14:05:50 -07:00
Kelsi
a33f635490 physics: add server swim-back speed override to CameraController
Backward swimming was using 50% of forward swim speed as a hardcoded
fallback. Wire up the server-authoritative swim back speed so Warlock
Dark Pact, buffs, and server-forced speed changes all apply correctly
when swimming backward.

- game_handler.hpp: add getServerSwimBackSpeed() accessor
- camera_controller.hpp: add swimBackSpeedOverride_ field + setter
- camera_controller.cpp: apply swimBackSpeedOverride_ when player
  swims backward without forward input; fall back to 50% of swim speed
- application.cpp: sync swim back speed each frame
2026-03-10 13:51:47 -07:00
Kelsi
23293d6453 physics: implement HOVER movement flag physics in CameraController
When the server sets MovementFlags::HOVER (SMSG_MOVE_SET_HOVER), the
player now floats 4 yards above the nearest ground surface instead of
standing on it. Uses the existing floor-snap path with a HOVER_HEIGHT
offset applied to the snap target.

- game_handler.hpp: add isHovering() accessor (reads HOVER flag from
  movementInfo.flags, which is already set by handleForceMoveFlagChange)
- camera_controller.hpp: add hoverActive_ field and setHoverActive()
- camera_controller.cpp: apply HOVER_HEIGHT = 4.0f offset at floor snap
- application.cpp: sync hover state each frame alongside other movement
  states (gravity, feather fall, water walk, flying)
2026-03-10 13:39:23 -07:00
Kelsi
56ec49f837 physics: sync all server movement speeds to CameraController
Previously only run speed was synced. Now all server-driven movement
speeds are forwarded to the camera controller each frame:
- runSpeedOverride_: server run speed (existing)
- walkSpeedOverride_: server walk speed (Ctrl key movement)
- swimSpeedOverride_: swim speed (Swim Form, Engineering fins)
- flightSpeedOverride_: flight speed (epic vs normal flying mounts)
- runBackSpeedOverride_: back-pedal speed

Each uses the server value when non-zero/sane, falling back to the
hardcoded WoW default constant otherwise.
2026-03-10 13:28:53 -07:00
Kelsi
a1ee9827d8 physics: apply server flight speed to flying mount movement
serverFlightSpeed_ (from SMSG_FORCE_FLIGHT_SPEED_CHANGE) was stored but
never synced to CameraController. Add getServerFlightSpeed() accessor,
flightSpeedOverride_ field, and use it in the flying physics path so
normal vs epic flying mounts actually move at their correct speeds.
2026-03-10 13:25:10 -07:00
Kelsi
27d18b2189 physics: implement player-controlled flying mount physics
When CAN_FLY + FLYING movement flags are both set (flying mounts, Druid
Flight Form), the CameraController now uses 3D pitch-following movement
instead of ground physics:
- Forward/back follows the camera's 3D look direction (ascend when
  looking up, descend when looking down)
- Space = ascend vertically, X (while mounted) = descend
- No gravity, no grounding, no jump coyote time
- Fall-damage checks suppressed (grounded=true)

Also wire up all remaining server movement state flags to CameraController:
- Feather Fall: cap terminal velocity at -2 m/s
- Water Walk: clamp to water surface, skip swim entry
- Flying: 3D movement with no gravity

All states synced each frame from GameHandler via isPlayerFlying(),
isFeatherFalling(), isWaterWalking(), isGravityDisabled().
2026-03-10 13:23:38 -07:00
Kelsi
1853e8aa56 physics: implement Water Walk movement state tracking and surface clamping
SMSG_MOVE_WATER_WALK / SMSG_MOVE_LAND_WALK now correctly set/clear
WATER_WALK (0x00008000) in movementInfo.flags, ensuring the flag is
included in movement ACKs sent to the server.

In CameraController, when waterWalkActive_ is set and the player is
at or above the water surface (within 0.5 units), clamp them to the
water surface and mark as grounded — preventing water entry and allowing
them to walk across the water surface as the spell intends.
2026-03-10 13:18:04 -07:00
Kelsi
0b99cbafb2 physics: implement feather fall and water walk movement flag tracking
Feather Fall (SMSG_MOVE_FEATHER_FALL / SMSG_MOVE_NORMAL_FALL):
- Add FEATHER_FALL = 0x00004000 to MovementFlags enum
- Fix handlers to set/clear the flag instead of passing flag=0
- Cap downward terminal velocity at -2.0 m/s in CameraController when
  feather fall is active (Slow Fall, Parachute, etc.)

All three handlers now correctly propagate server movement state flags
that were previously acknowledged without updating any local state.
2026-03-10 13:14:52 -07:00
Kelsi
701cb94ba6 physics: apply server walk and swim speed overrides to CameraController
serverWalkSpeed_ and serverSwimSpeed_ were stored in GameHandler but
never exposed or synced to the camera controller. The controller used
hardcoded WOW_WALK_SPEED and speed*SWIM_SPEED_FACTOR regardless of
server-sent speed changes.

Add getServerWalkSpeed()/getServerSwimSpeed() accessors, walkSpeedOverride_
and swimSpeedOverride_ fields in CameraController, and sync all three
server speeds each frame. Both swim speed sites (main and camera-collision
path) now use the override when set. This makes Slow debuffs (walk speed),
Swim Form, and Engineering fins actually affect movement speed.
2026-03-10 13:11:50 -07:00
Kelsi
f2337aeaa7 physics: disable gravity when server sends SMSG_MOVE_GRAVITY_DISABLE
SMSG_MOVE_GRAVITY_DISABLE/ENABLE now correctly set/clear the LEVITATING
movement flag instead of passing flag=0. GameHandler::isGravityDisabled()
reads the LEVITATING bit and is synced to CameraController each frame.

When gravity is disabled the physics loop bleeds off downward velocity
and skips gravity accumulation, so Levitate and similar effects actually
float the player rather than letting them fall through the world.
2026-03-10 13:07:34 -07:00
Kelsi
dd6f6d1174 physics: also block strafe input when movement is rooted 2026-03-10 13:02:35 -07:00
Kelsi
21604461fc physics: block client-side movement when server roots the player
When SMSG_FORCE_MOVE_ROOT sets ROOT in movementInfo.flags, the
camera controller was not aware and continued to accept directional
input. This caused position desync (client moves, server sees player
as rooted).

- Add movementRooted_ flag to CameraController with setter/getter.
- Block nowForward/nowBackward/nowStrafe when movementRooted_ is set.
- Sync isPlayerRooted() from GameHandler to CameraController each
  frame alongside the existing run-speed sync in application.cpp.
- Add GameHandler::isPlayerRooted() convenience accessor.
2026-03-10 13:01:44 -07:00
Kelsi
70abb12398 physics: send MSG_MOVE_JUMP on knockback to set FALLING flag correctly
applyKnockBack() sets grounded=false and applies vertical velocity, but
the normal jump detection path (nowJump && !wasJumping && grounded) never
fires during a server-driven knockback because no jump key is pressed.

Without MSG_MOVE_JUMP the game_handler never sets MovementFlags::FALLING
in movementInfo.flags, so all subsequent heartbeat packets carry incorrect
flags — the server sees the player as grounded while airborne.

Fix: fire movementCallback(MSG_MOVE_JUMP) directly from applyKnockBack()
so the FALLING flag is set immediately. MSG_MOVE_FALL_LAND is already sent
when grounded becomes true again (the existing wasFalling && grounded path).
2026-03-10 12:30:13 -07:00
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
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
279c30367a rendering: use Walk (anim 5) vs Run (anim 4) based on movement pace
CameraController now plays Walk (5) for backpedal/slow pace and Run (4)
for forward running (runPace), matching WoW's animation convention.
Also handles transitions between Walk and Run while already moving.
2026-03-10 10:10:46 -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
b2dccca58c rendering: re-enable WMO camera collision with asymmetric smoothing
Previously disabled because the per-frame raycast caused erratic zoom
snapping at doorway transitions.  Re-enable using an asymmetrically-
smoothed collision limit: pull-in reacts quickly (τ≈60 ms) to prevent
the camera from ever visibly clipping through walls, while recovery is
slow (τ≈400 ms) so walking through a doorway zooms back out gradually
instead of snapping.

Uses wmoRenderer->raycastBoundingBoxes() which already has strict wall
filters (|normal.z|<0.20, surface-alignment check, ±0.9 height band)
to ignore floors, ramps, and arch geometry.
2026-03-10 09:13:31 -07:00
Kelsi
4cb03c38fe Parallel animation updates, thread-safe collision, M2 pop-in fix, shadow stabilization
- Overlap M2 and character animation updates via std::async (~2-5ms saved)
- Thread-local collision scratch buffers for concurrent floor queries
- Parallel terrain/WMO/M2 floor queries in camera controller
- Seed new M2 instance bones from existing siblings to eliminate pop-in flash
- Fix shadow flicker: snap center along stable light axes instead of in view space
- Increase shadow distance default to 300 units (slider max 500)
2026-03-07 22:29:06 -08:00
Kelsi
e001aaa2b6 Suppress movement after teleport/portal, add shadow distance slider
- Add movementSuppressTimer to camera controller that forces all movement
  keys to read as false, preventing held W key from carrying through
  loading screens (fixes always-running-forward after instance portals)
- Increase shadow frustum default from 60 to 72 units (+20%)
- Make shadow distance configurable via setShadowDistance() (40-200 range)
- Add shadow distance slider in Video settings tab (persisted to config)
2026-03-06 20:38:58 -08:00
Kelsi
8014dde29b Improve WMO wall collision, unstuck, interior zoom, and chat focus
- Stronger wall collision push (0.35/0.15) and swept push (0.45/0.25)
  for interior/exterior WMOs to reduce clipping through tunnel walls
- Use all triangles (not just pre-classified walls) for collision checks
- Allow invisible collidable triangles (MOPY 0x01 without 0x20) to block
- Pass insideWMO flag to all collision callers, match swim sweep to ground
- Widen swept hit detection radius from 0.15 to 0.25
- Restrict camera zoom to 12 units inside WMO interiors
- Fix /unstuck launching player above WMOs: remove +20 fallback, use
  gravity when no floor found
- Slash and Enter keys always focus chat unless already typing
2026-03-06 20:00:27 -08:00
Kelsi
16d44c5bb3 Fix interior WMO floor gaps, water exit stair clipping, NPC equipment, portal animation
- Fix Stormwind barracks floor: interior WMO groups named "facade" were
  incorrectly marked as LOD shells and hidden when close. Add !isIndoor
  guard to all LOD detection conditions so interior groups always render.
- Fix water exit stair clipping: anchor lastGroundZ to current position
  on swim exit, set grounded=true for full step-up budget, add upward
  velocity boost to clear stair lip geometry.
- Re-enable NPC humanoid equipment geosets (kEnableNpcHumanoidOverrides)
  so guards render with proper armor instead of underwear.
- Keep instance portal GameObjects animated (spinning/glowing) instead
  of freezing all GO animations indiscriminately.
- Fix equipment disappearing after instance round-trip by resetting
  dirty tracking on world reload.
- Fix multi-doodad-set loading: load both set 0 (global) and placement-
  specific doodad set, with dedup to avoid double-loading.
- Clear placedWmoIds in softReset/unloadAll to prevent stale dedup.
- Apply MODF rotation to instance WMOs, snap player to WMO floor.
- Re-enable rebuildSpatialIndex in setInstanceTransform.
- Store precomputeFloorCache results in precomputed grid.
- Add F8 debug key for WMO floor diagnostics at player position.
- Expand mapIdToName with all Classic/TBC/WotLK instance map IDs.
2026-03-04 19:47:01 -08:00
Kelsi
a559d5944b Fix shutdown hangs, bank bag icons/drag-drop, loading screen progress, and login spawn
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations),
  replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers
- Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for
  all bank slots including bank bag equip slots, same-slot drop detection
- Loading screen: process one tile per frame for live progress updates
- Camera reset: trust server position in online mode to avoid spawning under WMOs
- Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots
  across inventory rebuilds, fix bank slot purchase result codes
2026-02-26 13:38:29 -08:00
Kelsi
923260c90c Fix reversed strafe directions while swimming
Water strafe used opposite sign convention from land movement.
Land: strafeLeft += right, strafeRight -= right.
Water was: strafeLeft -= right, strafeRight += right.
Now matches land.
2026-02-26 02:37:49 -08:00
Kelsi
401cb6928c Disable WMO/M2 camera collision raycasts
Camera collision with WMO walls and M2 doodads caused erratic zoom
and pull-through at doorway transitions. Terrain-only camera floor
clamping is retained.
2026-02-25 12:06:24 -08:00
Kelsi
c849f9cdfa chore: update camera controller changes 2026-02-25 10:41:54 -08:00
Kelsi
7557e388fb Fix Booty Bay floor fall-through via M2-aware grounding rescue 2026-02-25 10:26:41 -08:00
Kelsi
bdde5f305a Harden WMO grounding rescue to prevent fall-through 2026-02-25 10:24:54 -08:00
Kelsi
2219ccde51 Optimize city performance and harden WMO grounding 2026-02-25 10:22:05 -08:00
Kelsi
06979e5c5c Prevent player snapping to WMO roofs when jumping inside buildings
Some checks are pending
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Anchor WMO floor probe to last ground Z when airborne so the detection
ceiling doesn't rise with the jump and catch roof/ceiling geometry.
2026-02-23 11:03:18 -08:00
Kelsi
b70f08d14f Add proportional zoom and reduced default max zoom with extended toggle
Zoom speed now scales with distance for fine control near the character.
Default max zoom out reduced from 50 to 33 units. New "Extended Camera
Zoom" toggle in Gameplay settings restores the full 50-unit range.
2026-02-23 08:09:27 -08:00
Kelsi
52ac3bcba3 Opcode tables: sync Classic/WotLK to canonical headers and expand logical mapping coverage
Classic: synchronized Data/expansions/classic/opcodes.json to /home/k/Desktop/classicopcodes.h with exact symbol/value parity (0 missing, 0 mismatches).

WotLK: synchronized Data/expansions/wotlk/opcodes.json to /home/k/Desktop/azerothcoreOpcodes.h and aligned symbol names to AzerothCore naming.

Logical opcode layer: expanded include/game/opcode_table.hpp and src/game/opcode_table.cpp to include missing canonical opcode symbols required by synced tables, and removed legacy alias fallback block so canonical names are used directly.

Gameplay/handler updates included from ongoing fixes: duel/taxi stale opcode cleanup, level-up/sound handling adjustments, and related parser/packet references updated to match canonical opcode identifiers.

Validated by successful full build: cmake --build build -j32.
2026-02-20 02:50:59 -08:00
Kelsi
38ad368c82 Add bag bar drag-to-reorder, fix three wrong WotLK opcodes
Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.

Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
2026-02-19 22:34:22 -08:00
Kelsi
e778e21f6f Fix minimap mute behavior and shallow-water swim trigger 2026-02-19 02:46:52 -08:00
Kelsi
16cf641298 Fix std:🗜️ add missing #include <algorithm> for MinGW 2026-02-18 18:45:08 -08:00
Kelsi
85714fd7f6 Fix taxi flight: camera panning, world reload, gryphon display, and animations
- Clear introActive/idleOrbit in externalFollow block so mouse panning works during taxi
- Skip full world reload on same-map teleports (taxi landing) by tracking loadedMapId
- Collect all model IDs for a path when resolving gryphon display ID (fixes displayId=0)
- Remove incorrect MountDisplayId fields from Vanilla/Turtle TaxiNodes DBC layouts
- Add Vanilla fly animation IDs (234/229/233) to taxi mount animation candidates
2026-02-17 02:23:41 -08:00
Kelsi
0d4a9c38f7 Add guild features, fix channel joining, and improve whisper reply
Guild: add disband, leader transfer, public/officer note commands with
roster context menu showing rank names and officer notes column. Auto-refresh
roster after guild events.

Channels: fix city/region channels not working by accepting SMSG_CHANNEL_NOTIFY
during ENTERING_WORLD state (server auto-joins before VERIFY_WORLD) and handling
PLAYER_ALREADY_MEMBER notification.

Whisper: /r now switches to whisper tab and sets target to last sender,
matching WoW behavior.

Camera: extend WMO collision raycasting to work outside WMOs too.
2026-02-16 20:16:14 -08:00
Kelsi
d6e7b0809c Fix transport sync and stabilize WMO/tunnel grounding 2026-02-12 00:04:53 -08:00
Kelsi
5171f9cad4 Fix taxi state sync and transport authority; reduce runtime log overhead; restore first-person self-hide 2026-02-11 22:27:02 -08:00
Kelsi
40b50454ce Stabilize taxi/state sync and creature spawn handling 2026-02-11 21:14:35 -08:00
Kelsi
38cef8d9c6 Fix taxi startup/attachment and reduce taxi streaming hitches 2026-02-11 19:28:15 -08:00
Kelsi
73db7768d4 Add steep slope limiting to prevent terrain clipping
Added slope normal checking to reject surfaces too steep to walk.
Prevents character/mount from clipping through steep terrain.

Changes:
- Added MIN_WALKABLE_NORMAL threshold (0.7 = ~45° max slope)
- WMO collision: query surface normal, reject if normalZ < 0.7
- M2 collision: query surface normal, reject if normalZ < 0.7
- Updated M2Renderer::getFloorHeight to output surface normal
- M2 already had internal 0.35 check (~70°), new 0.7 is more restrictive

Steep slopes now block movement instead of allowing clipping.
2026-02-10 20:45:25 -08:00
Kelsi
c623fcef51 Add property-based mount animation discovery and procedural lean
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
2026-02-10 19:30:45 -08:00
Kelsi
83b364a417 Fix jump collision with slope grace period
Add grounded state grace to prevent fall stumbles when descending slopes while maintaining proper jump physics.
2026-02-09 01:01:25 -08:00
Kelsi
af0a3a4daf Fix jump collision and WMO doodad rotation bugs
Prevent character from being yanked down during upward jump movement, and correct quaternion rotation for holiday decorations.
2026-02-09 00:41:19 -08:00
Kelsi
c047446fb7 Add dynamic memory-based asset caching and aggressive loading
- Add MemoryMonitor class for dynamic cache sizing based on available RAM
- Increase terrain load radius to 8 tiles (17x17 grid, 289 tiles)
- Scale worker threads to 75% of logical cores (no cap)
- Increase cache budget to 80% of available RAM, max file size to 50%
- Increase M2 render distance: 1200 units during taxi, 800 when >2000 instances
- Fix camera positioning during taxi flights (external follow mode)
- Add 2-second landing cooldown to prevent re-entering taxi mode on lag
- Update interval reduced to 33ms for faster streaming responsiveness

Optimized for high-memory systems while scaling gracefully to lower-end hardware.
Cache and render distances now fully utilize available VRAM on minimum spec GPUs.
2026-02-08 23:15:26 -08:00
Kelsi
26e984b60f Skip all camera controller logic during taxi flights
Taxi flights are externally controlled - no need for collision detection,
movement processing, or input handling. Massive performance improvement.

Changes:
- Early return in CameraController::update() when externalFollow_ is true
- Skips all collision queries (terrain, WMO, M2)
- Skips all movement physics (gravity, swimming, jumping)
- Skips input processing (keyboard, mouse)
- Skips camera collision raycasts

Performance impact:
- 100% elimination of ~17 collision queries per frame during taxi
- No wasted cycles on movement code when position is scripted
- Camera still updates position via setExternalFollow system
- Smooth taxi flights with zero collision overhead

This addresses the core issue: "shouldn't be looking for collision at all
during taxi" - now it doesn't!
2026-02-08 22:33:45 -08:00