Commit graph

756 commits

Author SHA1 Message Date
Kelsi
97662800d5 Add /target command and screen damage flash vignette
/target <name> searches visible entities by case-insensitive prefix match.
Red vignette flashes on screen edges when player HP drops, fading over 0.5s.
2026-03-11 22:57:04 -07:00
Kelsi
6e7a32ec7f Add nameplate scale setting to Interface settings tab
Adds a 0.5x-2.0x scale slider under Nameplates in the Interface settings tab. The scale multiplies the base 80×8px nameplate health bar dimensions. Setting is persisted to settings.cfg as 'nameplate_scale'.
2026-03-11 22:49:54 -07:00
Kelsi
b2d1edc9db Show corpse distance on reclaim corpse button
When the player is a ghost, the 'Resurrect from Corpse' popup now shows how many yards away the corpse is, updating in real-time as the ghost moves. Distance is only shown when the corpse is on the same map.
2026-03-11 22:41:26 -07:00
Kelsi
355001c236 Add action bar scale setting to Interface settings tab
Adds a 0.5x-1.5x scale slider under Action Bars in the Interface settings tab. The scale multiplies the base 48px slot size for both the main bar and XP bar layout calculations. The setting is persisted to settings.cfg as 'action_bar_scale'.
2026-03-11 22:39:59 -07:00
Kelsi
c9c20ce433 Display quest rewards (money and items) in quest log details pane
Parses reward money, guaranteed items, and choice items from SMSG_QUEST_QUERY_RESPONSE fixed header for both Classic/TBC (40-field) and WotLK (55-field) layouts. Rewards are shown in the quest details pane below objective progress with icons, names, and counts.
2026-03-11 22:30:16 -07:00
Kelsi
2f1c9eb01b Add FOV slider to settings, expand combat chat tab with skills/achievements/NPC speech 2026-03-11 22:13:22 -07:00
Kelsi
c9cfa864bf Add Achievements tab to character screen with search filter 2026-03-11 22:07:44 -07:00
Kelsi
f5de4d2031 Add shift-click spell linking to chat from spellbook 2026-03-11 21:57:13 -07:00
Kelsi
43c0e9b2e8 Add spell search filter to trainer window 2026-03-11 21:21:14 -07:00
Kelsi
bbf4806fe8 Add item search filter to vendor window 2026-03-11 21:19:47 -07:00
Kelsi
43c239ee2f Shift-click bag items to insert item links into chat input 2026-03-11 21:09:42 -07:00
Kelsi
458c9ebe8c Show item icons for item objectives in quest log 2026-03-11 20:57:39 -07:00
Kelsi
711cb966ef Fix chest interaction and measure server RTT for latency meter
Chests (and lockboxes, coffers, etc.) failed to open because CMSG_LOOT
was only sent on Classic/Turtle expansions, and only when GO type was
already cached as type 3.  Fix: always send CMSG_LOOT after
CMSG_GAMEOBJ_USE (server silently ignores it for non-lootable objects).
Also broaden CMSG_GAMEOBJ_REPORT_USE to all non-mailbox WotLK GOs.

Latency meter: record pingTimestamp_ in sendPing() and compute RTT in
handlePong(); add toggleable "Show Latency Meter" checkbox in Interface
settings (saved to settings.cfg).
2026-03-11 19:45:03 -07:00
Kelsi
b5291d1883 Revert quest reward window delay that caused dialog to hang
The delayed-opening logic conflicted with quest details' use of the same
questDetailsOpenTime variable, causing the reward dialog to never appear.
Reverted to immediately opening the window. Item info queries are still
triggered, but will populate asynchronously with placeholders shown initially.
2026-03-11 19:11:02 -07:00
Kelsi
510370dc7b Delay quest reward window opening to load item icons/names
Add 100ms delay before opening the quest offer reward dialog, giving item
info queries time to complete. Prevents "Item X" placeholders where players
can't see item names or icons needed to choose rewards. Reuses the existing
questDetailsOpenTime mechanism with delayed flag check in isQuestOfferRewardOpen().
2026-03-11 18:55:13 -07:00
Kelsi
eef269ffb8 Fix quest reward items showing as 'Item {number}' on first frame
Quest reward items (both in details and offer-reward windows) were showing as "Item {itemId}"
placeholders because the window opened immediately after receiving SMSG_QUESTGIVER_QUEST_DETAILS,
before the item query responses from pre-fetched queries had time to arrive.

Solution: Delay opening the quest details window by 100ms to allow item queries to complete
and be cached before the window first renders. Uses std::chrono::steady_clock for timing.

- Add questDetailsOpenTime field to track delayed opening timestamp
- Modify isQuestDetailsOpen() to check timer and open window when time expires
- Reset timer whenever quest details window closes
- Updated comment to clarify pre-fetch benefits both details and offer-reward windows
2026-03-11 17:27:23 -07:00
Kelsi
047b9157ad Validate transport registration before player attachment
Add upfront validation to setPlayerOnTransport to ensure the transport
GUID is registered in transportGuids_ before attaching the player. This
prevents transport desyncs when movement packets reference transports
that haven't been spawned/registered yet.
2026-03-11 16:06:36 -07:00
Kelsi
6f7c57d975 feat: add graphics quality presets system
Implement quick-access quality presets (Low, Medium, High, Ultra) that adjust multiple graphics settings at once for better user experience. Each preset configures:
- Shadow rendering and distance
- Anti-aliasing (MSAA) level
- Normal mapping and parallax mapping
- Ground clutter density

The system automatically detects when settings deviate from a preset and marks them as "Custom". Presets are persisted to settings.cfg for consistency across sessions. Users can quickly switch between performance and quality modes or tweak individual settings as needed.
2026-03-11 15:21:48 -07:00
Kelsi
4be7910fdf refactor: consolidate QueryTimer struct to shared header
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
Move QueryTimer from m2_renderer.cpp and wmo_renderer.cpp to
vk_frame_data.hpp for reuse. Removes 13 lines of duplicate code.
2026-03-11 11:42:01 -07:00
Kelsi
b5a2175269 refactor: consolidate duplicate ShadowParamsUBO structure definition
Move ShadowParamsUBO from 5 separate shadow rendering functions (2 in
m2_renderer, 1 in terrain_renderer, 1 in wmo_renderer) into shared
vk_frame_data.hpp header. Eliminates 5 identical local struct definitions
and improves consistency across all shadow pass implementations. Structure
layout matches shader std140 uniform buffer requirements.
2026-03-11 11:37:58 -07:00
Kelsi
b3d8651db9 refactor: consolidate duplicate environment variable utility functions
Move envSizeMBOrDefault and envSizeOrDefault from 4 separate rendering
modules (character_renderer, m2_renderer, terrain_renderer, wmo_renderer)
into shared vk_utils.hpp header as inline functions. Use the most robust
version which includes overflow checking for MB-to-bytes conversion. This
eliminates 7 identical local function definitions and improves consistency
across all rendering modules.
2026-03-11 11:36:06 -07:00
Kelsi
cda703b0f4 refactor: consolidate duplicate ShadowPush structure definition
Move ShadowPush from 4 separate rendering modules (character_renderer,
m2_renderer, terrain_renderer, wmo_renderer) into shared vk_frame_data.hpp
header. This eliminates 4 identical local struct definitions and ensures
consistency across all shadow rendering passes. Add vk_frame_data.hpp include
to character_renderer.cpp.
2026-03-11 11:32:08 -07:00
Kelsi
3202c1392d refactor: extract shared attachment lookup logic into helper function
Consolidated duplicate attachment point resolution code used by both
attachWeapon() and getAttachmentTransform(). New findAttachmentBone()
helper encapsulates the complete lookup chain: attachment by ID, fallback
scan, key-bone fallback, and validation. Eliminates ~55 lines of duplicate
code while improving maintainability and consistency.
2026-03-11 11:15:06 -07:00
Kelsi
1808d98978 feat: implement TOGGLE_MINIMAP and TOGGLE_RAID_FRAMES keybindings
- Add showMinimap_ and showRaidFrames_ visibility flags to GameScreen
- Wire up TOGGLE_MINIMAP (M key) to toggle minimap visibility
- Wire up TOGGLE_RAID_FRAMES (F key) to toggle party/raid frame visibility
- Conditional rendering of minimap markers and party frames
- Completes keybinding manager integration for all 15 customizable actions
2026-03-11 09:24:37 -07:00
Kelsi
332c2f6d3f feat: add TOGGLE_BAGS action and integrate inventory screen with keybinding manager
- Add TOGGLE_BAGS action to keybinding manager (B key default)
- Update inventory_screen.cpp to use keybinding manager for bag and character toggles
- Maintain consistent keybinding system across all UI windows
2026-03-11 09:02:15 -07:00
Kelsi
a3e0d36a72 feat: add World Map visibility toggle with keybinding support
Implement showWorldMap_ state variable and TOGGLE_WORLD_MAP keybinding
integration to allow players to customize the W key binding for opening/
closing the World Map, consistent with other window toggles like Nameplates
(V key) and Guild Roster (O key).
2026-03-11 07:38:08 -07:00
Kelsi
0d9404c704 feat: expand keybinding system with 4 new customizable actions
- Add World Map (W), Nameplates (V), Raid Frames (R), Quest Log (Q) to
  KeybindingManager enum with customizable default bindings
- Replace hard-coded V key check for nameplate toggle with
  KeybindingManager::isActionPressed() to support customization
- Update config file persistence to handle new bindings
- Infrastructure in place for implementing visibility toggles on other
  windows (World Map, Raid Frames, Quest Log) with future UI refactoring
2026-03-11 07:19:54 -07:00
Kelsi
f7a79b436e feat: integrate keybinding customization UI into Settings window
- Extended KeybindingManager enum with TOGGLE_GUILD_ROSTER (O) and
  TOGGLE_DUNGEON_FINDER (J) to replace hard-coded key checks
- Added Controls tab in Settings UI for rebinding all 10 customizable actions
- Implemented real-time key capture and binding with visual feedback
- Integrated keybinding persistence with main settings.cfg file
- Replaced hard-coded O key (Guild Roster) and I key (Dungeon Finder) checks
  with KeybindingManager::isActionPressed() calls
- Added Reset to Defaults button for restoring original keybindings
2026-03-11 06:51:48 -07:00
Kelsi
e6741f815a feat: add keybinding manager for customizable action shortcuts
Implement KeybindingManager singleton class to support:
- Storing and loading keybinding configuration from ini files
- Querying whether an action's keybinding was pressed
- Runtime rebinding of actions to different keys
- Default keybinding set: C=Character, I=Inventory, S=Spellbook, K=Talents,
  L=Quests, M=Minimap, Esc=Settings, Enter=Chat

This is the foundation for user-customizable keybindings. Integration with
UI controls and replacement of hard-coded ImGui::IsKeyPressed calls will
follow in subsequent improvements.
2026-03-11 06:26:57 -07:00
Kelsi
ed48a3c425 fix: replace fragile heuristic in SMSG_INITIAL_SPELLS with explicit Classic format flag
Classic 1.12 uses uint16 spellId + uint16 slot (4 bytes/spell); TBC and WotLK
use uint32 spellId + uint16 unknown (6 bytes/spell). The old size-based heuristic
could misdetect TBC packets that happened to fit both layouts. Add a vanillaFormat
parameter to InitialSpellsParser::parse and override parseInitialSpells in
ClassicPacketParsers to always pass true, eliminating the ambiguity.
2026-03-11 04:38:30 -07:00
Kelsi
750b270502 fix: use expansion-aware item size in LootResponseParser for Classic/TBC
The previous per-iteration heuristic (remaining >= 22 → 22 bytes, >= 14 → 14 bytes)
incorrectly parsed Classic/TBC multi-item loots: 2+ items × 14 bytes would
trigger the 22-byte WotLK path for the first item, corrupting subsequent items.

Classic 1.12 and TBC 2.4.3 use 14 bytes/item (slot+itemId+count+displayInfo+slotType).
WotLK 3.3.5a uses 22 bytes/item (adds randomSuffix+randomPropertyId).

Add isWotlkFormat bool parameter to LootResponseParser::parse and pass
isActiveExpansion('wotlk') from handleLootResponse.
2026-03-11 04:01:07 -07:00
Kelsi
d6e398d814 fix: add Classic parseCastResult override with result enum +1 shift
Classic 1.12 SMSG_CAST_RESULT uses an enum starting at 0=AFFECTING_COMBAT
(no SUCCESS entry), while WotLK starts at 0=SUCCESS, 1=AFFECTING_COMBAT.
Without this override, Classic result codes were handled by TBC's
parseCastResult which passed them unshifted, causing result 0
(AFFECTING_COMBAT) to be silently treated as success with no error shown.

This applies the same +1 shift used in parseCastFailed so all Classic
spell failure codes map correctly to getSpellCastResultString.
2026-03-11 03:53:18 -07:00
Kelsi
e902375763 feat: add ABSORB and RESIST combat text types for spell misses
Adds dedicated CombatTextEntry::Type entries for ABSORB (miss type 7)
and RESIST (miss type 8), replacing the generic MISS display. Updates
missTypes arrays in SMSG_SPELLLOGMISS and SMSG_SPELL_GO, and adds
light-blue "Absorb" and grey "Resist" rendering in the combat text overlay.
2026-03-11 03:23:01 -07:00
Kelsi
7c77c4a81e Fix per-frame particle descriptor set leak in M2 renderer
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.
2026-03-11 02:01:23 -07:00
Kelsi
06facc0060 feat: implement trade window UI with item slots and gold offering
Previously trade only showed an accept/decline popup with no way to
actually offer items or gold. This commit adds the complete trade flow:

Packets:
- CMSG_SET_TRADE_ITEM (tradeSlot, bag, bagSlot) — add item to slot
- CMSG_CLEAR_TRADE_ITEM (tradeSlot) — remove item from slot
- CMSG_SET_TRADE_GOLD (uint64 copper) — set gold offered
- CMSG_UNACCEPT_TRADE — unaccept without cancelling
- SMSG_TRADE_STATUS_EXTENDED parser — updates trade slot/gold state

State:
- TradeSlot struct: itemId, displayId, stackCount, bag, bagSlot
- myTradeSlots_/peerTradeSlots_ arrays (6 slots each)
- myTradeGold_/peerTradeGold_ (copper)
- resetTradeState() helper clears all state on cancel/complete/close

UI (renderTradeWindow):
- Two-column layout: my offer | peer offer
- Each column shows 6 item slots with item names
- Double-click own slot to remove; right-click empty slot to open
  backpack picker popup
- Gold input field (copper, Enter to set)
- Accept Trade / Cancel buttons
- Window close button triggers cancel trade
2026-03-11 00:44:07 -07:00
Kelsi
6f5bdb2e91 feat: implement WotLK quest POI query to show objective locations on minimap
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.
2026-03-11 00:18:23 -07:00
Kelsi
73439a4457 feat: restore quest kill counts from update fields using parsed objectives
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.
2026-03-10 23:52:18 -07:00
Kelsi
7e55d21cdd feat: read quest completion state from update fields on login and mid-session
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).
2026-03-10 23:33:38 -07:00
Kelsi
3a7ff71262 fix: use expansion-aware explored zone count to prevent fog-of-war corruption
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.
2026-03-10 23:18:16 -07:00
Kelsi
99de1fa3e5 feat: track UNIT_FIELD_STAT0-4 from server update fields for accurate character stats
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.
2026-03-10 23:08:15 -07:00
Kelsi
d95abfb607 feat: propagate OBJECT_FIELD_SCALE_X through creature and GO spawn pipeline
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
2026-03-10 22:45:47 -07:00
Kelsi
00a939a733 fix: world map exploration fallback when server mask is unavailable
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.
2026-03-10 22:27:00 -07:00
Kelsi
6928b8ddf6 feat: desaturate quest markers for trivial (gray) quests
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.
2026-03-10 22:26:56 -07:00
Kelsi
19eb7a1fb7 fix: animation stutter, resolution crash, memory cap, spell tooltip hints, GO collision
- 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
2026-03-10 22:26:50 -07:00
Kelsi
8f2974b17c feat: add standalone LFG group-found popup (renderLfgProposalPopup)
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().
2026-03-10 21:40:21 -07:00
Kelsi
4a445081d8 feat: latency indicator, BG queue status, and ToT improvements
- 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
2026-03-10 21:19:42 -07:00
Kelsi
8ab83987f1 feat: focus target frame with health/power bars and cast bar
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)
2026-03-10 21:15:24 -07:00
Kelsi
a7a559cdcc feat: battleground invitation popup with countdown timer
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
2026-03-10 21:12:28 -07:00
Kelsi
6275a45ec0 feat: achievement name in toast, parse earned achievements, loot item tooltips
- 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.)
2026-03-10 20:53:21 -07:00
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