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
- 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
Centralizes all coordinate conversions in core/coordinates.hpp with
proper canonical WoW coords (+X=North, +Y=West, +Z=Up). Fixes critical
tile calculation bug that was loading wrong surrounding tiles during
terrain streaming, and fixes position sync sending ADT-raw format
instead of canonical coordinates to the server.
- Parse global sequence durations from M2 binary and use them in bone
interpolation so torches, candles, and other env doodads animate.
- Add UV scroll shader effect for smoke models (HouseSmoke, SmokeStack)
as a workaround for unimplemented M2 particle emitters.
- Tighten WMO floor probe heights to prevent multi-story buildings from
returning the wrong floor, fixing player clipping through inn floors
and camera locking onto the second floor.
- Use player ground level as reference for camera orbit floor collision
so the camera doesn't fight upper floors in buildings.
- Loading screen stays visible until all terrain tiles finish streaming;
character spawns only after terrain is loaded and Z-snapped to ground
- Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and
make all small/medium trees, bushes, lily pads, and foliage walkthrough
- Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps
- Fix fence orientation by adding +180° heading rotation
- Increase terrain load radius from 1 to 2 (5x5 tile grid)
- Add hearthstone callback for single-player camera reset
- Implement orbit camera with smooth zoom and collision detection
- Add 50° slope limiting with sliding (prevents mountain climbing)
- Add first-person mode that hides player model and weapons
- Add floor clearance check to prevent camera clipping through ground
- Improve WMO wall collision with proper height range checks
- Add two-sided floor collision detection for WMO geometry
- Increase M2 render distance slightly for better visibility
- Increase WMO render distance from 1500 to 3000 units for better city loading
- Increase M2 render distance from 500 to 1000 units
- Increase terrain load radius from 4 to 6 tiles (~3200 units)
- Add raycast-based camera collision that zooms in when obstructed by walls/objects
- Move spawn point outside chapel to road near Stormwind gate
- Add ground height smoothing to prevent stumbling on uneven terrain
Movement:
- Fix speed controls: Shift=sprint (28), normal run (14), Ctrl=walk (5)
- Reduce character height for doorway clearance (eye height 1.2)
- Add working crouch (C or X key) with smooth transition (eye height 0.6)
- Jump to stand up from crouch
M2 Animation:
- Add animation time tracking per M2 instance
- Add procedural swaying animation in vertex shader
- Update animation each frame for vegetation movement