Log all MODF placements of STORMWIND.WMO with complete details:
- uniqueId (should be unique per instance)
- position (x, y, z) - to detect duplicate placements at different Z
- rotation (pitch, yaw, roll)
- doodadSet and flags
This will immediately reveal if the floating cathedral is caused by
duplicate MODF placements at different heights vs a renderer issue.
If multiple entries have same XY but different Z, that's the culprit.
Removed condition that suppressed logging when wmoNames.size() == 0.
Now will always show 'Loaded X WMO names from MWMO chunk' to confirm
MWMO parsing is happening and reveal if ADT tiles have empty or missing
WMO name lists. This will help diagnose why cathedral WMOs aren't appearing
in logs.
Changed LOG_DEBUG to LOG_INFO for WMO filenames so they appear in logs
without requiring debug mode. This will show all WMO files loaded from
ADT tiles and make cathedral detection messages visible.
Added detailed logging in ADT loader to identify cathedral WMO duplicates:
- Log all WMO filenames from MWMO chunks with index numbers
- Flag and highlight any WMO containing "cathedral" or "Cathedral"
- Log cathedral placement positions from MODF chunks
This will help identify if both WotLK and classic cathedral models are
being loaded from the same ADT tile, causing the floating duplicate effect:
- World\wmo\Azeroth\Buildings\Stormwind\SW_CathedralDistrict.wmo
- world/wmo/azeroth/stormwind/zClassic/cathedral.wmo
The logs will show which cathedral variants exist and their exact positions
to determine if one should be filtered/hidden.
Added detailed logging for WMO vertex data to diagnose pitch black areas:
- Log MOCV (vertex colors) chunk presence and first color value
- Log MONR (normals) chunk presence and first normal vector
- Log WMO group flags to identify interior vs exterior groups
Increased WMO ambient light from (0.4, 0.4, 0.5) to (0.55, 0.55, 0.6) to
make shadowed/dark areas more visible. This addresses pitch black areas in
Stormwind and other locations where diffuse lighting may be insufficient.
The diagnostic output will help identify if black areas are caused by:
- Missing or incorrect vertex color data (MOCV)
- Missing or incorrect normal data (MONR)
- Groups incorrectly flagged as interior (0x2000 flag)
Loads speech-enUS.MPQ, expansion-speech-enUS.MPQ, and lichking-speech-enUS.MPQ
which contain NPC voice/creature sound files. These MPQs were present but not
being loaded, causing all .ogg NPC greeting sounds to show as NOT FOUND.
- 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.
Parse bounding vertices, triangles, and normals from M2 files and use
them for proper triangle-level collision instead of AABB heuristics.
Spatial grid bucketing for efficient queries, closest-point wall push
with soft clamping, and ray-triangle floor detection alongside existing
AABB fallback.
- Add mutex to AssetManager::loadTexture/loadDBC/fileExists to prevent
StormLib thread-safety races that silently fail texture reads; stop
caching texture load failures so transient errors are retried.
- Replace /unstuckgy DBC lookup (which used wrong coordinate transform)
with hardcoded safe locations per map.
- Widen WMO floor raycast from single grid cell to ±1 unit range query
to catch bridge/walkway triangles at cell boundaries.
- Tighten swept collision hit threshold (0.5 → 0.15) and grid query
margin (2.5 → 1.5) to prevent false-positive wall pushes.
- Tighten post-wall-push Z snap lower bound (-1.0 → -0.3) to prevent
gradual floor sinking.
The particle emitter parser had three bugs causing OOM crashes during loading:
- Struct size was 496 bytes instead of correct WotLK 476 (0x1DC), misaligning multi-emitter models
- FBlocks were read as 20-byte M2TrackDisk instead of 16-byte FBlockDisk (no interp/seq prefix)
- parseAnimTrack had no cap on sequence count, allowing garbage data to allocate billions of entries
Replace flat mesh rendering of additive/mod blend batches (blendMode >= 3)
with camera-facing point sprites using a soft radial gradient texture and
additive blending. Adds M2 particle emitter infrastructure (structs, shader,
parsing stubs) but disables emitter parsing — the assumed 476-byte struct
size is wrong for WotLK 3.3.5a, causing misaligned reads that explode RAM.
Water/lava batches in fountain and Ironforge M2 models use non-opaque
blend modes (alpha, additive) defined in the M2 material table. Without
parsing these, they rendered as solid surfaces extending visibly beyond
their containers. Now each batch looks up its blend mode from the
material array and sets the appropriate GL blend function.
Parse M2TextureTransform entries and texture transform lookups from the
M2 binary, then apply per-batch UV offsets in the vertex shader using
the existing animation time base and global sequence durations.
M2 batches have a geosetIndex field that determines the geoset group for
filtering (0-18=body, 1xx=hair, etc.). We were incorrectly using submeshId
from the submesh struct instead. Now properly stores and uses geosetId.
- Use explicit loaded flag for heightmap instead of checking height values
- Increase player collision radius from 0.50 to 0.55 for better wall collision
Portal-based visibility culling for WMO rendering (disabled by default,
needs debugging for complex WMOs like Stormwind). Skip character creation
screen when characters already exist in single-player mode.
- 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.
The MOHD header structure was missing the nTextures field at the start,
causing all subsequent field reads to be offset by 4 bytes. This corrupted
bounding box values and caused floor geometry to be incorrectly culled.