Pre-allocate one stable VkDescriptorSet per particle emitter at model
upload time (particleTexSets[]) instead of allocating a new set from
materialDescPool_ every frame for each particle group. The per-frame
path exhausted the 8192-set pool in ~14 s at 60 fps with 10 active
particle emitters, causing GPU device-lost crashes. The old path is
kept as an explicit fallback but should never be reached in practice.
Send CMSG_QUEST_POI_QUERY alongside each CMSG_QUEST_QUERY (WotLK only,
gated by questLogStride == 5 and opcode availability). Parse the response
to extract POI region centroids and add them as GossipPoi markers so the
existing minimap rendering shows quest objective locations as cyan diamonds.
Each quest POI region is reduced to its centroid point; markers for the
current map only are shown. This gives players visual guidance for where
to go for active quests directly on the minimap.
Parse kill/item objectives from SMSG_QUEST_QUERY_RESPONSE binary data:
- extractQuestQueryObjectives() scans past the fixed integer header and
variable-length strings to reach the 4 entity + 6 item objective entries
(using known offsets: 40 fields for Classic/TBC, 55 for WotLK)
- Objectives stored in QuestLogEntry.killObjectives / itemObjectives arrays
- After storing, applyPackedKillCountsFromFields() reads 6-bit packed counts
from update-field slots (stride+2 / stride+3) and populates killCounts
using the parsed creature/GO entry IDs as keys
This means on login, quests that were in progress show correct kill count
progress (e.g. "2/5 Defias Bandits killed") without waiting for the first
server SMSG_QUESTUPDATE_ADD_KILL notification.
resyncQuestLogFromServerSlots now reads the state field (slot*stride+1)
alongside the quest ID field, and marks quest.complete=true when the
server reports QuestStatus=1 (complete/ready-to-turn-in). Previously,
quests that were already complete before login would remain incorrectly
marked as incomplete until SMSG_QUESTUPDATE_COMPLETE fired, which only
happens when objectives are NEWLY completed during the session.
applyQuestStateFromFields() is a lightweight companion called from both
the CREATE and VALUES update handlers that applies the same state-field
check to already-tracked quests mid-session, catching the case where
the last objective completes via an update-field delta rather than the
dedicated quest-complete packet.
Works across all expansion strides (Classic stride=3, TBC stride=4,
WotLK stride=5); guarded against stride<2 (no state field available).
Classic 1.12 and Turtle WoW have only 64 PLAYER_EXPLORED_ZONES uint32
fields (zone IDs pack into 2048 bits). TBC and WotLK use 128 (needed for
Outland/Northrend zone IDs up to bit 4095).
The hardcoded PLAYER_EXPLORED_ZONES_COUNT=128 caused extractExploredZoneFields
to read 64 extra fields beyond the actual zone block in Classic/Turtle —
consuming PLAYER_REST_STATE_EXPERIENCE, PLAYER_FIELD_COINAGE, and character-
points fields as zone flags. On the world map, this could mark zones as
explored based on random bit patterns in those unrelated fields.
Add `exploredZonesCount()` virtual method to PacketParsers (default=128,
Classic/Turtle override=64) and use it in extractExploredZoneFields to
limit reads to the correct block and zero-fill remaining slots.
Add UNIT_FIELD_STAT0-4 (STR/AGI/STA/INT/SPI) to the UF enum and wire up
per-expansion indices in all four expansion JSON files (WotLK: 84-88,
Classic/Turtle: 138-142, TBC: 159-163). Read the values in both CREATE
and VALUES player update handlers and store in playerStats_[5].
renderStatsPanel now uses the server-authoritative totals when available,
falling back to the previous 20+level estimate only if the server hasn't
sent UNIT_FIELD_STAT* yet. Item-query bonuses are still shown as (+N)
alongside the server total for both paths.
Reads OBJECT_FIELD_SCALE_X (field 4, cross-expansion) from CREATE_OBJECT
update fields and passes it through the full creature and game object spawn
chain: game_handler callbacks → pending spawn structs → async load results
→ createInstance() calls. This gives boss giants, gnomes, children, and
other non-unit-scale NPCs correct visual size, and ensures scaled GOs
(e.g. large treasure chests, oversized plants) render at the server-specified
scale rather than always at 1.0.
- Added OBJECT_FIELD_SCALE_X to UF enum and all expansion update_fields.json
- Added float scale to CreatureSpawnCallback and GameObjectSpawnCallback
- Propagated scale through PendingCreatureSpawn, PreparedCreatureModel,
PendingGameObjectSpawn, PreparedGameObjectWMO
- Used scale in charRenderer/m2Renderer/wmoRenderer createInstance() calls
- Sanity-clamped raw float to [0.01, 100.0] range before use
When the server has not sent SMSG_INIT_WORLD_STATES or the mask is
empty, fall back to locally-accumulated explored zones tracked by
player position. The local set is cleared when a real server mask
arrives so it doesn't persist stale data.
Trivial/low-level quests now show gray '!' / '?' markers instead of
yellow, matching the in-game distinction between available and trivial
quests. Add grayscale parameter to QuestMarkerRenderer::setMarker and
the push-constant block; application sets grayscale=1.0 for trivial
markers and 0.0 for all others.
- Animation stutter: skip playAnimation(Run) for the local player in the
server movement callback — the player renderer state machine already manages
it; resetting animTime on every movement packet caused visible stutter
- Resolution crash: reorder swapchain recreation so old swapchain is only
destroyed after confirming the new build succeeded; add null-swapchain
guard in beginFrame to survive the retry window
- Memory cap: reduce cache budget from 80% uncapped to 50% hard-capped at
16 GB to prevent excessive RAM use on high-memory systems
- Spell tooltip: suppress "Drag to action bar / Double-click to cast" hints
when the tooltip is shown from the action bar (showUsageHints=false)
- M2 collision: add watermelon/melon/squash/gourd to foliage (no-collision);
exclude chair/bench/stool/seat/throne from smallSolidProp so invisible chair
bounding boxes no longer trap the player
Shows a centered modal when LfgState::Proposal is active regardless of
whether the Dungeon Finder window is open, matching WoW behaviour where
the accept/decline prompt always appears over the game world.
Mirrors the BG invite popup pattern; buttons call lfgAcceptProposal().
- Add latency indicator below minimap (color-coded: green/yellow/orange/red)
using the lastLatency value measured via CMSG_PING/SMSG_PONG
- Add BG queue status indicator below minimap when in WAIT_QUEUE
(abbreviated name: AV/WSG/AB/EotS etc.)
- Target-of-Target frame: add level display and click-to-target support
- Expose getLatencyMs() accessor on GameHandler
Add a compact focus target frame on the right side of the screen
when the player has a focus target set via /focus.
- Shows [Focus] label, name (colored by hostility/level diff), level
- HP bar with green→yellow→red coloring; power bar with type colors
- Cast bar showing spell name and remaining time when focus is casting
- Clicking the frame targets the focus entity
- Clears automatically when focus is lost (/clearfocus)
Replace the text-only "/join to enter" message with an interactive
popup that shows the BG name, a live countdown progress bar, and
Enter/Leave Queue buttons.
- Parse STATUS_WAIT_JOIN timeout from SMSG_BATTLEFIELD_STATUS
- Store inviteReceivedTime (steady_clock) on the queue slot
- BgQueueSlot moved to public section so UI can read invite details
- Add declineBattlefield() that sends CMSG_BATTLEFIELD_PORT(action=0)
- acceptBattlefield() optimistically sets statusId=3 to dismiss popup
- renderBgInvitePopup: colored countdown bar (green→yellow→red),
named BG (Alterac Valley, Warsong Gulch, etc.), auto-dismisses on expiry
- Parse SMSG_ALL_ACHIEVEMENT_DATA on login to populate earnedAchievements_ set
- Pass achievement name through callback so toast shows name instead of ID
- Add renderItemTooltip(ItemQueryResponseData) overload for loot/non-inventory contexts
- Loot window now shows full item tooltip on hover (stats, sell price, bind type, etc.)
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
Expose SpellbookScreen::renderSpellInfoTooltip() as a public method,
then use it in the action bar slot tooltip. Action bar spell tooltips
now show the same full tooltip as the spellbook: spell school (colored),
mana/rage/energy cost, cast time, range, cooldown, and description.
Falls back to a plain spell name if DBC data is not yet loaded.
Hearthstone location note is appended after the rich body.
Cooldown text moved inside each branch for consistent styling.
Load SchoolMask (TBC/WotLK bitmask) or SchoolEnum (Classic/Turtle 0-6
enum, converted to mask via 1<<N) from Spell.dbc into SpellInfo.
renderSpellTooltip now shows the spell school name (Holy/Fire/Nature/
Frost/Shadow/Arcane) in the appropriate school color between the spell
rank and resource cost. Physical school is suppressed as it is the
implied default. Multi-school spells display both names separated by /.
WotLK DBC fallback path uses field 225 for SchoolMask.
Parse and store reward items (choice and fixed) from SMSG_QUESTGIVER_QUEST_DETAILS
in both WotLK (QuestDetailsParser) and TBC/Classic (TbcPacketParsers) parsers.
Show item icons, names, and counts in the quest acceptance dialog alongside XP/money.
Move QuestRewardItem before QuestDetailsData in header to fix forward-reference.
Items that begin a quest (like quest starter drop items) now show
"Begins a Quest" in the tooltip.
All three expansion parsers (WotLK/TBC/Classic) now read the
PageText/LanguageID/PageMaterial/StartQuest fields after Description.
startQuestId is propagated through all 5 inventory rebuild paths and
stored in ItemDef.
Previously only the 5 primary stats (Str/Agi/Sta/Int/Spi) were stored,
discarding hit rating, crit, haste, attack power, spell power, resilience,
expertise, armor penetration, MP5, and many others.
Changes:
- Add ItemDef::ExtraStat and ItemQueryResponseData::ExtraStat arrays
- All three expansion parsers (WotLK/TBC/Classic) now capture non-primary
stat type/value pairs into extraStats instead of silently dropping them
- All 5 rebuildOnlineInventory paths propagate extraStats to ItemDef
- Tooltip now renders each extra stat on its own line with a name lookup
covering all common WotLK stat types (hit, crit, haste, AP, SP, etc.)
- Also fix Classic/TBC bag-content and bank-bag paths that were missing
bindType, description propagation from previous commits
- Parse Bonding and Description fields from SMSG_ITEM_QUERY_SINGLE_RESPONSE
(read after the 5 spell slots: bindType uint32, then description cstring)
- Add bindType and description to ItemQueryResponseData and ItemDef
- Propagate bindType and description through all 5 rebuildOnlineInventory paths
- Tooltip now shows: "Binds when picked up/equipped/used/quest item"
- Tooltip now shows weapon damage range ("X - Y Damage") and speed ("Speed 2.60")
on same line, plus DPS in parentheses below
- Tooltip now shows spell effects ("Use: <SpellName>", "Equip: <SpellName>",
"Chance on Hit: ...") using existing getSpellName() lookup
- Tooltip now shows item flavor/lore description in italic-style yellow text
- Add itemLevel/requiredLevel fields to ItemQueryResponseData (parsed
from SMSG_ITEM_QUERY_SINGLE_RESPONSE) and ItemDef
- Propagate through all 5 rebuildOnlineInventory() paths
- Show "Item Level N" and "Requires Level N" in item tooltip in
standard WoW order (below item name, above required level/stats)
- Add ITEM_FIELD_DURABILITY (60) and ITEM_FIELD_MAXDURABILITY (61) to
update_field_table.hpp enum and wotlk/update_fields.json
- Add curDurability/maxDurability to OnlineItemInfo and ItemDef structs
- Parse durability fields in OBJECT_CREATE and OBJECT_VALUES handlers;
preserve existing values on partial updates (fixes stale durability
being reset to 0 on stack-count-only updates)
- Propagate durability to ItemDef in all 5 rebuildOnlineInventory() paths
- Implement GameHandler::repairItem() and repairAll() via CMSG_REPAIR_ITEM
(itemGuid=0 repairs all equipped items per WotLK protocol)
- Add canRepair flag to ListInventoryData; set it when player selects
GOSSIP_OPTION_ARMORER in gossip window
- Show "Repair All" button in vendor window header when canRepair=true
- Display color-coded durability in item tooltip (green >50%, yellow
>25%, red <=25%)
Action bars:
- Expand from 2 bars (24 slots) to 4 bars (48 slots)
- Bar 2: right-edge vertical bar (slots 24-35), off by default
- Bar 3: left-edge vertical bar (slots 36-47), off by default
- New "Interface" settings tab with toggles and offset sliders for all bars
- XP bar Y position now tracks bar 2 visibility and vertical offset
HUD resize fix:
- All HUD elements (action bars, bag bar, XP bar, cast bar, mirror timers)
now use ImGui::GetIO().DisplaySize instead of window->getWidth/Height()
- DisplaySize is always in sync with the current frame — eliminates the
one-frame lag that caused bars to misalign after window resize
Player nameplates:
- Show player name only on nameplate (no level number clutter)
- Fall back to "Player (level)" while name query is pending
- NPC nameplates unchanged (still show "level Name")
XP bar rest state:
- isResting_ now set from PLAYER_BYTES_2 byte 3 bit 0 (rest state flag)
on both CREATE and VALUES update object handlers
- playerRestedXp_ was missing from VALUES handler — now tracked there too
- Eliminates dependency on SMSG_SET_REST_START (wrong in WotLK opcodes.json)
Interface settings:
- New "Interface" tab in Settings window
- "Show Second Action Bar" toggle (default: on)
- Horizontal/vertical position offset sliders for bar 2
- Settings persisted to/from save file
- Add BG_SYSTEM_NEUTRAL/ALLIANCE/HORDE chat types (0x52-0x54) and reclassify
them as SYSTEM in the parser — prevents bogus [Say] prefix on arena/BG
system messages
- Remove fallback [TypeName] bracket for sender-less SAY/YELL/WHISPER messages;
only group-channel types (Party/Guild/Raid/BG) show brackets without a sender
- Remove factionTemplate != 0 guard — units with FT=0 now get setHostile() like
any other unit (defaulting to hostile from the map default), fixing NPCs that
appeared friendly due to unset faction template
- Enable CMSG_LOOT for WotLK type=3 (chest) game objects in addition to
CMSG_GAMEOBJ_USE — fixes Milly's Harvest and other quest gather objects on
AzerothCore WotLK servers
When SMSG_MESSAGECHAT arrives before the entity has spawned or its
name is cached, senderName is empty and messages fell through to the
generic '[Say] message' branch. Fix:
- GameHandler::lookupName(guid): checks playerNameCache then entity
manager (Unit subclass cast) at call time
- Chat display: resolves senderName via lookupName() at render time
so messages show "Name says: msg" even if the name was unavailable
when the packet was first parsed
- wmo_renderer: pass character position (not camera position) to portal
visibility traversal — the 3rd-person camera can orbit outside a WMO
while the character is inside, causing interior groups to cull; render()
now accepts optional viewerPos that defaults to camPos for compatibility
- renderer: pass &characterPosition to wmoRenderer->render() at both
main and single-threaded call sites; reflection pass keeps camPos
- renderer: apply mount pitch/roll to rider during all flight, not just
taxiFlight_ (fixes zero rider tilt during player-controlled flying)
- game_screen: format SAY/YELL/WHISPER/EMOTE using WoW-style "Name says:"
instead of "[SAY] Name:" bracket prefix
- Add setMovementPitch() and isSwimming() to GameHandler
- In the per-frame sync block, derive the pitch angle from the camera's
forward vector (asin of the Z component) and write it to movementInfo.pitch
whenever FLYING or SWIMMING flags are set — the server includes the pitch
field in those packets, so sending 0 made other players see the character
flying perfectly flat even when the camera was pitched
- Also tilt the mount model (setMountPitchRoll) to match the flight direction
during player-controlled flight, and reset to 0 when not flying
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.
- 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)
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
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
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)
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.
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.
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().
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.
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.
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.
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.
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.
- SMSG_IGNORE_LIST was silently consumed; now parses guid+name pairs to
populate ignoreCache so /unignore works correctly for pre-existing
ignores loaded at login.
- MSG_TALENT_WIPE_CONFIRM was discarded without responding; now parses
the NPC GUID and cost, shows a confirm dialog, and sends the required
response packet when the player confirms. Without this, talent reset
via Talent Master NPC was completely broken.
Previously movementInfo.fallTime was always 0 and jumpVelocity/jumpSinAngle/
jumpCosAngle/jumpXYSpeed were never populated. The server reads fallTime
unconditionally from every movement packet and uses it to compute fall damage
and anti-cheat heuristics; the jump fields are required when FALLING is set.
Changes:
- Add isFalling_ / fallStartMs_ to track fall state across packets
- MSG_MOVE_JUMP: set isFalling_=true, record fallStartMs_, populate jump fields
(jumpVelocity=7.96, direction from facing angle, jumpXYSpeed from server
run speed or walk speed when WALKING flag is set)
- MSG_MOVE_FALL_LAND: clear all fall/jump fields
- sendMovement: update movementInfo.fallTime = (time - fallStartMs_) each call
so every heartbeat and position packet carries the correct elapsed fall time
- World entry: reset all fall/jump fields alongside the flag reset
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.
The AABB transform bug (direct min/max transform was wrong for rotated
WMOs) was fixed in a prior commit. Portal culling now uses the correct
world-space AABB computed from all 8 corners, so frustum intersection
is valid.
The AABB-based test is conservative (no portal plane-side check): a
visible portal can only be incorrectly INCLUDED, never EXCLUDED. This
means no geometry can disappear, and any overdraw is handled by the
z-buffer. Enable by default to get the performance benefit inside WMOs
and dungeons.
CMSG_LFG_SET_BOOT_VOTE was defined in the opcode table but never sent.
- Add GameHandler::lfgSetBootVote(bool) which sends the packet
- Fix handleLfgBootProposalUpdate() to set lfgState_=Boot while the
vote is in progress and return to InDungeon when it ends
- Add Yes/No vote buttons to the Dungeon Finder window when in Boot state
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.