Commit graph

252 commits

Author SHA1 Message Date
Kelsi
c887a460ea Implement Death Knight rune tracking and rune bar UI
Parse SMSG_RESYNC_RUNES, SMSG_ADD_RUNE_POWER, and SMSG_CONVERT_RUNE to
track the state of all 6 DK runes (Blood/Unholy/Frost/Death type,
ready flag, and cooldown fraction). Render a six-square rune bar below
the Runic Power bar when the player is class 6, with per-type colors
(Blood=red, Unholy=green, Frost=blue, Death=purple) and client-side
fill animation so runes visibly refill over the 10s cooldown.
2026-03-09 18:28:03 -07:00
Kelsi
819a38a7ca Fix power bar visibility: include Runic Power (type 6) in fixed-max fallback
Death Knights with runic power (type 6) had no power bar visible until the
server explicitly sent UNIT_FIELD_MAXPOWER1, because the type-6 max was not
included in the 'assume 100' fallback. Runic Power has a fixed cap of 100,
same as Rage (1), Focus (2), and Energy (3).
2026-03-09 18:18:07 -07:00
Kelsi
7b3b33e664 Fix NPC orientation (server yaw convention) and nameplate Y projection
coordinates.hpp: serverToCanonicalYaw now computes s - π/2 instead of π/2 - s.
The codebase uses atan2(-dy, dx) as its canonical yaw convention, where server
direction (cos s, sin s) in (server_X, server_Y) becomes (sin s, cos s) in
canonical after the X/Y swap, giving atan2(-cos s, sin s) = s - π/2.
canonicalToServerYaw is updated as its proper inverse: c + π/2.
The old formula (π/2 - s) was self-inverse and gave the wrong east/west facing
for any NPC not pointing north or south.

game_screen.cpp: Nameplate NDC→screen Y no longer double-inverts. The camera
bakes the Vulkan Y-flip into the projection matrix (NDC y=-1 = screen top,
y=+1 = screen bottom), so sy = (ndc.y*0.5 + 0.5) * screenH is correct.
The previous formula subtracted from 1.0 which reflected nameplates vertically.
2026-03-09 17:59:55 -07:00
Kelsi
a335605682 Fix pet frame position to avoid overlap with party frames
When in a group, push the pet frame below the party frame stack
(120px + members × 52px). When solo, keep it at y=125 (just below
the player frame at ~110px).
2026-03-09 17:25:46 -07:00
Kelsi
8b495a1ce9 Add pet frame UI below player frame
Shows active pet name, level, health bar, and power bar (mana/focus/rage/energy)
when the player has an active pet. Clicking the pet name targets it. A Dismiss
button sends CMSG_PET_ACTION to dismiss the pet. Frame uses green border to
visually distinguish it from the player/target frames.
2026-03-09 17:23:28 -07:00
Kelsi
70dcb6ef43 Parse SMSG_ENVIRONMENTAL_DAMAGE_LOG and color nameplate names by hostility
- Implement SMSG_ENVIRONMENTAL_DAMAGE_LOG: show fall/lava/fire/drowning
  damage as ENVIRONMENTAL combat text (orange -N) for the local player
- Color nameplate unit names: hostile units red, non-hostile yellow
  (matches WoW's standard red=enemy / yellow=neutral convention)
2026-03-09 17:18:18 -07:00
Kelsi
18a3a0fd01 Add XP_GAIN combat text type; show '+N XP' in purple on kills
XP gain was previously shown as a HEAL entry (green +N) which conflates
it with actual healing.  New XP_GAIN type renders as purple '+N XP' in the
outgoing column, matching WoW's floating XP style.
2026-03-09 17:13:31 -07:00
Kelsi
068deabb0e Add missing power bar colours for all WoW power types
Focus (2, orange), Happiness (4, green), Runic Power (6, crimson), and
Soul Shards (7, purple) were falling through to the default blue colour.
Applied consistently to the player frame, target frame, and party frames.
2026-03-09 17:09:48 -07:00
Kelsi
ea1af87266 Show aura charge/stack count on buff bar and target frame icons
When an aura has more than 1 charge, render the count in gold in the
upper-left corner of the icon (with drop shadow) — same position as WoW's
stack counter.  Applied to both the player buff bar and target frame auras.
2026-03-09 17:08:14 -07:00
Kelsi
6d1f3c4caf Add zone discovery text: 'Entering: <ZoneName>' fades in on zone change
Polls the renderer's currentZoneName each frame and triggers a 5-second
fade-in/hold/fade-out toast at the upper-centre of screen when the zone
changes.  Matches WoW's standard zone transition display.
2026-03-09 17:06:12 -07:00
Kelsi
c14bb791a0 Show level in nameplate labels; use '??' for skull-level targets
Prefix each nameplate name with the unit's level number.  When the unit
is more than 10 levels above the player (skull-equivalent) display '??'
instead of the raw level, matching WoW's UI convention.
2026-03-09 17:04:14 -07:00
Kelsi
9d26f8c29e Add V key toggle for nameplates (WoW default binding)
nameplates default to visible; pressing V in the game world toggles them
off/on while the keyboard is not captured by a UI element.
2026-03-09 17:03:06 -07:00
Kelsi
01e0c2f9a3 Add world-space unit nameplates projected to screen via camera VP matrix
For each visible Unit entity within 40 yards, projects the canonical WoW
position (converted to render space) through the camera view-projection
matrix to screen pixels.  Draws a health bar (hostile=red, friendly=green,
target=gold border) and name label with drop shadow using ImGui's background
draw list.  Fades out smoothly in the last 5 yards of range.
2026-03-09 17:01:38 -07:00
Kelsi
f1d31643fc Implement SMSG_SPELLENERGIZELOG and fix missing combat text cases
Parse SPELLENERGIZELOG (victim/caster packed GUIDs + spellId + powerType +
amount) and emit ENERGIZE combat text for mana/energy gains.  Add ENERGIZE
to CombatTextEntry::Type enum (blue +N text).

Also add explicit renderCombatText cases for BLOCK, PERIODIC_DAMAGE,
PERIODIC_HEAL, and ENVIRONMENTAL — previously all fell through to the
colourless default handler.
2026-03-09 16:55:23 -07:00
Kelsi
52507b1f74 Add target-of-target (ToT) mini frame below target frame
Shows the name and health bar of whoever your current target is
targeting. Reads UNIT_FIELD_TARGET_LO/HI update fields which are
populated from SMSG_UPDATE_OBJECT. Frame is positioned below and
right-aligned with the main target frame.
2026-03-09 16:49:50 -07:00
Kelsi
f0d1702d5f Add duration countdown overlay to target frame aura icons
Matches the same fix applied to the player buff bar: icons in the
target frame now show their remaining duration at the icon bottom edge
with a drop shadow, shared between the always-visible overlay and the
hover tooltip.
2026-03-09 16:37:55 -07:00
Kelsi
088a11e62a Add duration countdown overlay to buff/debuff icons in buff bar
Icons now show remaining time (e.g. "1:30", "45") rendered directly
on the icon bottom edge with a drop shadow, matching WoW's standard
buff display. Tooltip still shows full name + seconds on hover.
Deduplicates the nowMs/remainMs computation that was previously
recomputed in the tooltip-only path.
2026-03-09 16:36:58 -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
830bb3f105 Handle defense messages, death/corpse, barber shop, channel count, gametime
- SMSG_DEFENSE_MESSAGE: display PvP zone attack alerts in system chat
- SMSG_CORPSE_RECLAIM_DELAY: notify player of corpse reclaim timer
- SMSG_DEATH_RELEASE_LOC: log spirit healer coordinates after death
- SMSG_ENABLE_BARBER_SHOP: log barber shop activation (no UI yet)
- SMSG_FEIGN_DEATH_RESISTED: show resisted feign death message
- SMSG_CHANNEL_MEMBER_COUNT: consume channel member count update
- SMSG_GAMETIME_SET/UPDATE/BIAS, SMSG_GAMESPEED_SET: consume server time sync
- SMSG_ACHIEVEMENT_DELETED/CRITERIA_DELETED: consume removal notifications
- Fix unused screenH variable warning in quest objective tracker
2026-03-09 15:09:50 -07:00
Kelsi
5c94b4e7ff Add quest objective tracker HUD on right side of screen
- Show up to 5 active quests with objective progress (kills, items, text)
- Gold title for complete quests, white for in-progress
- Item objectives show item name via getItemInfo() lookup
- Transparent semi-opaque background, docked below minimap on right
2026-03-09 15:05:38 -07:00
Kelsi
26eefe9529 Add ready check popup UI and fix party leader lookup
- Implement renderReadyCheckPopup() showing initiator name with Ready/Not Ready buttons
- Fix MSG_RAID_READY_CHECK fallback: use partyData.leaderGuid instead of non-existent isLeader field
- Add faction standing handler with loadFactionNameCache() (Faction.dbc field 22)
- Add gossip POI handler writing canonical WoW coords to gossipPois_ for minimap rendering
2026-03-09 14:48:30 -07:00
Kelsi
f89840a6aa Handle gossip POI, combat clearing, dismount, spell log miss, and loot notifications
- SMSG_GOSSIP_POI: parse map POI markers (x/y/icon/name) from quest NPCs, render as
  cyan diamonds on the minimap with hover tooltips for quest navigation
- SMSG_ATTACKSWING_DEADTARGET: clear auto-attack when target dies mid-swing
- SMSG_CANCEL_COMBAT: server-side combat reset (clears autoAttacking + target)
- SMSG_BREAK_TARGET / SMSG_CLEAR_TARGET: server-side targeting clears
- SMSG_DISMOUNT: server-forced dismount triggers mountCallback(0)
- SMSG_MOUNTRESULT / SMSG_DISMOUNTRESULT: mount feedback in system chat
- SMSG_LOOT_ALL_PASSED: "Everyone passed on [Item]" system message, clears loot roll
- SMSG_LOOT_ITEM_NOTIFY / SMSG_LOOT_SLOT_CHANGED: consumed
- SMSG_SPELLLOGMISS: decode miss/dodge/parry/block from spell casts into combat text
- SMSG_ENVIRONMENTALDAMAGELOG: environmental damage (drowning/lava/fall) in combat text
- GossipPoi struct + gossipPois_ vector in GameHandler with public getters/clearers
2026-03-09 14:38:45 -07:00
Kelsi
bd3bd1b5a6 Handle missing WotLK packets: health/power updates, mirror timers, combo points, loot roll, titles, phase shift
- SMSG_HEALTH_UPDATE / SMSG_POWER_UPDATE: update entity HP/power via entityManager
- SMSG_UPDATE_WORLD_STATE: single world state variable update (companion to INIT)
- SMSG_UPDATE_COMBO_POINTS: store comboPoints_/comboTarget_ in GameHandler
- SMSG_START_MIRROR_TIMER / SMSG_STOP_MIRROR_TIMER / SMSG_PAUSE_MIRROR_TIMER: breath/fatigue/feign timer state
- MirrorTimer struct + getMirrorTimer() public getter; renderMirrorTimers() draws colored breath/fatigue bars above cast bar
- SMSG_CAST_RESULT: WotLK extended cast result; clear cast bar and show reason on failure (result != 0)
- SMSG_SPELL_FAILED_OTHER / SMSG_PROCRESIST: consume silently
- SMSG_LOOT_START_ROLL: correct trigger for Need/Greed popup (replaces rollType=128 heuristic)
- SMSG_STABLE_RESULT: show pet stable feedback in system chat (store/retrieve/buy slot/error)
- SMSG_TITLE_EARNED: system chat notification for title earned/removed
- SMSG_PLAYERBOUND / SMSG_BINDER_CONFIRM: hearthstone binding notification
- SMSG_SET_PHASE_SHIFT: consume (WotLK phasing, no client action needed)
- SMSG_TOGGLE_XP_GAIN: system chat notification
2026-03-09 14:30:48 -07:00
Kelsi
001c80a3db Add item text reading (books/notes): SMSG_ITEM_TEXT_QUERY_RESPONSE + renderItemTextWindow
- Parse SMSG_ITEM_TEXT_QUERY_RESPONSE (guid + isEmpty + string text),
  store in itemText_ and open book window when non-empty
- queryItemText(guid) sends CMSG_ITEM_TEXT_QUERY for readable items
- renderItemTextWindow(): scrollable book window with parchment-toned
  text, "Close" button; opens via isItemTextOpen() flag
2026-03-09 14:15:59 -07:00
Kelsi
acde6070cf Handle SMSG_QUEST_CONFIRM_ACCEPT (shared quest) with accept/decline popup
- Parse SMSG_QUEST_CONFIRM_ACCEPT (questId + title + sharerGuid),
  show chat notification with quest title and sharer name
- acceptSharedQuest() sends CMSG_QUEST_CONFIRM_ACCEPT with questId
- renderSharedQuestPopup(): shows sharer name, gold quest title,
  Accept/Decline buttons (stacked below other social popups)
2026-03-09 14:14:15 -07:00
Kelsi
b381f1e13f Tick summon request timeout down in UI render loop; auto-expire on timeout 2026-03-09 14:08:49 -07:00
Kelsi
770ac645d5 Handle SMSG_SUMMON_REQUEST with accept/decline popup
- Parse SMSG_SUMMON_REQUEST (summonerGuid + zoneId + timeoutMs),
  store summoner name from entity list, show chat notification
- acceptSummon() sends CMSG_SUMMON_RESPONSE(1), declineSummon() sends
  CMSG_SUMMON_RESPONSE(0), SMSG_SUMMON_CANCEL clears pending state
- renderSummonRequestPopup(): shows summoner name + countdown timer
  with Accept/Decline buttons
2026-03-09 14:07:50 -07:00
Kelsi
f369fe9c6e Implement basic trade request/accept/decline flow
- Parse SMSG_TRADE_STATUS for all 20+ status codes: incoming request,
  open/cancel/complete/accept notifications, error conditions (too far,
  wrong faction, stunned, dead, trial account, etc.)
- SMSG_TRADE_STATUS_EXTENDED consumed via shared handler (no full item
  window yet; state tracking sufficient for accept/decline flow)
- Add acceptTradeRequest() (CMSG_BEGIN_TRADE), declineTradeRequest(),
  acceptTrade() (CMSG_ACCEPT_TRADE), cancelTrade() (CMSG_CANCEL_TRADE)
- Add BeginTradePacket, CancelTradePacket, AcceptTradePacket builders
- Add renderTradeRequestPopup(): shows "X wants to trade" with
  Accept/Decline buttons when tradeStatus_ == PendingIncoming
- TradeStatus enum tracks None/PendingIncoming/Open/Accepted/Complete
2026-03-09 14:05:42 -07:00
Kelsi
3114e80fa8 Implement group loot roll: SMSG_LOOT_ROLL, SMSG_LOOT_ROLL_WON, CMSG_LOOT_ROLL
- Parse SMSG_LOOT_ROLL: if rollType==128 and it's our player, store
  pending roll (itemId, slot, name from itemInfoCache_) and show popup;
  otherwise show chat notification of another player's roll result
- Parse SMSG_LOOT_ROLL_WON: show winner announcement in chat with item
  name and roll type/value
- sendLootRoll() sends CMSG_LOOT_ROLL (objectGuid+slot+rollType) and
  clears pending roll state
- SMSG_LOOT_MASTER_LIST consumed silently (no UI yet)
- renderLootRollPopup(): ImGui window with Need/Greed/Disenchant/Pass
  buttons; item name colored by quality (poor/common/uncommon/rare/epic/
  legendary color scale)
2026-03-09 14:01:27 -07:00
Kelsi
2d124e7e54 Implement duel request/accept/decline UI and packet handling
- Parse SMSG_DUEL_REQUESTED: store challenger guid/name, set
  pendingDuelRequest_ flag, show chat notification
- Parse SMSG_DUEL_COMPLETE: clear pending flag, notify on cancel
- Parse SMSG_DUEL_WINNER: show "X defeated Y in a duel!" chat message
- Handle SMSG_DUEL_OUTOFBOUNDS with warning message
- Add acceptDuel() method sending CMSG_DUEL_ACCEPTED (new builder)
- Wire forfeitDuel() to clear pendingDuelRequest_ on decline
- Add renderDuelRequestPopup() ImGui window (Accept/Decline buttons)
  positioned near group invite popup; shown when challenge is pending
- Add DuelAcceptPacket builder to world_packets.hpp/cpp
2026-03-09 13:58:02 -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
200a00d4f5 Implement Dungeon Finder UI window with role/dungeon selection
- Add renderDungeonFinderWindow() with status display (not queued /
  role check / queued+wait time / proposal / in dungeon / finished)
- Role checkboxes (Tank/Healer/DPS) and dungeon combo (25 entries
  covering Vanilla, TBC, and WotLK including Random/Heroic)
- Accept/Decline buttons during Proposal state, Teleport button
  while InDungeon, Leave Queue button while Queued/RoleCheck
- Store lfgProposalId_ on GameHandler so UI can pass it to
  lfgAcceptProposal(); expose getLfgProposalId() and
  getLfgTimeInQueueMs() getters
- Toggle window with I key (when chat input is not active)
2026-03-09 13:47:07 -07:00
Kelsi
bae32c1823 Add FSR3 Generic API path and harden runtime diagnostics
- AmdFsr3Runtime now probes both the legacy ffxFsr3* API and the newer
  generic ffxCreateContext/ffxDispatch API; selects whichever the loaded
  runtime library exports (GenericApi takes priority fallback)
- Generic API path implements full upscale + frame-generation context
  creation, configure, dispatch, and destroy lifecycle
- dlopen error captured and surfaced in lastError_ on Linux so runtime
  initialization failures are actionable
- FSR3 runtime init failure log now includes path kind, error string,
  and loaded library path for easier debugging
- tools/generate_ffx_sdk_vk_permutations.sh added: auto-bootstraps
  missing VK permutation headers; DXC auto-downloaded on Linux/Windows
  MSYS2; macOS reads from PATH (CI installs via brew dxc)
- CMakeLists: add upscalers/include to probe include dirs, invoke
  permutation script before SDK build, scope FFX pragma/ODR warning
  suppressions to affected TUs, add runtime-copy dependency on wowee
- UI labels updated from "FSR2" → "FSR3" in settings, tuning panel,
  performance HUD, and combo boxes
- CI macOS job now installs dxc via Homebrew for permutation codegen
2026-03-09 12:51:59 -07:00
Kelsi
93850ac6dc Add Path A/B/C FSR3 runtime detection with clear FG fallback status 2026-03-09 00:01:45 -07:00
Kelsi
f1099f5940 Add FSR3 runtime library probing and readiness status 2026-03-08 23:03:45 -07:00
Kelsi
bdfec103ac Add persisted AMD FSR3 framegen runtime toggle plumbing 2026-03-08 22:53:21 -07:00
Kelsi
94ad89c764 Set native-focused FSR defaults and reorder quality UI 2026-03-08 21:34:31 -07:00
Kelsi
e6d373df3e Remove FSR performance preset and add native quality mode 2026-03-08 21:17:04 -07:00
Kelsi
eccbfb6a5f Tune FSR2 defaults and simplify jitter controls 2026-03-08 21:08:17 -07:00
Kelsi
2e71c768db Add live FSR2 motion/jitter tuning controls and HUD readout 2026-03-08 20:56:22 -07:00
Kelsi
38c55e4f37 Add startup FSR2 safety fallback to prevent load hangs 2026-03-08 20:48:46 -07:00
Kelsi
ad2915ce9e Defer persisted FSR2 activation until world load completes 2026-03-08 20:45:26 -07:00
Kelsi
a12126cc7e Persist upscaling mode and refine FSR2 jitter behavior 2026-03-08 20:22:11 -07:00
Kelsi
a24ff375fb Add AMD FSR2 SDK detection and backend integration scaffolding 2026-03-08 19:33:07 -07:00
Kelsi
e94eb7f2d1 FSR2 temporal upscaling fixes: unjittered reprojection, sharpen Y-flip, MSAA guard, descriptor double-buffering
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- Motion vectors: single unjittered reprojection matrix (80 bytes) instead of
  two jittered matrices (160 bytes), eliminating numerical instability from
  jitter amplification through large world coordinates
- Sharpen pass: fix Y-flip for correct UV sampling, double-buffer descriptor
  sets to avoid race with in-flight command buffers
- MSAA: auto-disable when FSR2 enabled, grey out AA setting in UI
- Accumulation: variance-based neighborhood clamping in YCoCg space,
  correct history layout transitions
- Frame index: wrap at 256 for stable Halton sequence
2026-03-08 01:22:15 -08:00
Kelsi
52317d1edd Implement FSR 2.2 temporal upscaling
Full FSR 2.2 pipeline with depth-based motion vector reprojection,
temporal accumulation with YCoCg neighborhood clamping, and RCAS
contrast-adaptive sharpening.

Architecture (designed for FSR 3.x frame generation readiness):
- Camera: Halton(2,3) sub-pixel jitter with unjittered projection
  stored separately for motion vector computation
- Motion vectors: compute shader reconstructs world position from
  depth + inverse VP, reprojects with previous frame's VP
- Temporal accumulation: compute shader blends 5-10% current frame
  with 90-95% clamped history, adaptive blend for disocclusion
- History: ping-pong R16G16B16A16 buffers at display resolution
- Sharpening: RCAS fragment pass with contrast-adaptive weights

Integration:
- FSR2 replaces both FSR1 and MSAA when enabled
- Scene renders to internal resolution framebuffer (no MSAA)
- Compute passes run between scene and swapchain render passes
- Camera cut detection resets history on teleport
- Quality presets shared with FSR1 (0.50-0.77 scale factors)
- UI: "Upscaling" combo with Off/FSR 1.0/FSR 2.2 options
2026-03-07 23:13:01 -08:00
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
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
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