Commit graph

626 commits

Author SHA1 Message Date
Kelsi
44ff2dd4ee feat: show rain particles and audio during thunderstorm weather
Storm weather (wType==3 from SMSG_WEATHER) previously rendered no
visual particles and no audio. Map it to RAIN in the weather system so
thunderstorms produce rain particles at the server-sent intensity level,
and the ambient sound manager picks up rain_heavy/medium/light audio
from the same intensity logic already used for plain rain.

This pairs with the lightning commit — storms now have both rain
particles and lightning flashes for a complete thunderstorm experience.
2026-03-13 09:59:58 -07:00
Kelsi
727dfa5c6c feat: integrate lightning system for storm weather and heavy rain
The lightning system (lightning.hpp/cpp) was fully implemented but never
wired into the renderer. Connect it now:
- Enable lightning during server storm weather (wType==3, intensity>0.1)
  and heavy rain (wType==1, intensity>0.7) as a bonus visual
- Scale lightning intensity proportionally to weather intensity
- Render in both parallel (SEC_POST) and fallback rendering paths
- Update and shutdown alongside the weather system
- Show active lightning info in the performance HUD weather section
2026-03-13 09:52:23 -07:00
Kelsi
85767187b1 fix: clear gameObjectDisplayIdWmoCache_ on world transition, add stale-entry guard
gameObjectDisplayIdWmoCache_ was not cleared on world unload/transition,
causing stale WMO model IDs (e.g. 40006, 40003) to be looked up after
the renderer cleared its model list, resulting in "Cannot create instance
of unloaded WMO model" errors on zone re-entry.

Changes:
- Clear gameObjectDisplayIdWmoCache_ alongside other GO caches on world reset
- Add WMORenderer::isModelLoaded() for cache-hit validation
- Inline GO WMO path now verifies cached model is still renderer-resident
  before using it; evicts stale entries and falls back to reload
2026-03-13 03:43:55 -07:00
Kelsi
61adb4a803 fix: free terrain descriptor sets when unloading mid-finalization tiles
When unloadTile() was called for a tile still in finalizingTiles_
(mid-incremental-finalization), terrain chunks already uploaded to the
GPU (terrainMeshDone=true) were not being cleaned up. The early-return
path correctly removed water and M2/WMO instances but missed calling
terrainRenderer->removeTile(), causing descriptor sets to leak.

After ~20 minutes of play the VkDescriptorPool (MAX_MATERIAL_SETS=16384)
filled up, causing all subsequent terrain material allocations to fail
and the log to flood with "failed to allocate material descriptor set".

Fix: check fit->terrainMeshDone before the early return and call
terrainRenderer->removeTile() to free those descriptor sets.
2026-03-13 02:33:02 -07:00
Kelsi
862d743f87 fix: WMO culling dead-end group fallback and minimap arrow direction
wmo_renderer: when portal BFS starts from a group with no portal refs
(utility/transition group), the rest of the WMO becomes invisible because
BFS only adds the starting group. Fix: if cameraGroup has portalCount==0,
fall back to marking all groups visible (same as camera-outside behavior).

renderer: minimap player-orientation arrow was pointing the wrong direction.
The shader convention is arrowRotation=0→North, positive→clockwise (West),
negative→East. The correct mapping from canonical yaw is arrowRotation =
-canonical_yaw. Fixed both render paths (cameraController and gameHandler)
in both the FXAA and non-FXAA minimap render calls.

World-map W-key: already corrected in prior commit (13c096f); users with
stale ~/.wowee/settings.cfg should rebind via Settings > Controls.
2026-03-13 02:25:06 -07:00
Kelsi
d58c55ce8d fix: allow ribbon-only M2 models to load and silence transport doodad load errors
Two follow-up fixes for the ribbon emitter implementation and the
transport-doodad stall fix:

1. loadModel() rejected any M2 with no vertices AND no particles, but
   ribbon-only spell-effect models (e.g. weapon trail or aura ribbons)
   have neither. These models were silently invisible even though the
   ribbon rendering pipeline added in 1108aa9 is fully capable of
   rendering them. Extended the guard to also accept models that have
   ribbon emitters, matching the particle-emitter precedent.

2. processPendingTransportDoodads() ignored the bool return of
   loadModel(), calling createInstance() even when the model was
   rejected, generating spurious "Cannot create instance: model X not
   loaded" warnings for every failed doodad path. Check the return
   value and continue to the next doodad on failure.
2026-03-13 01:49:22 -07:00
Kelsi
f855327054 fix: eliminate 490ms transport-doodad stall and GPU device-loss crash
Three root causes identified from wowee.log crash at frame 134368:

1. processPendingTransportDoodads() was doing N separate synchronous
   GPU uploads (vkQueueSubmit + vkWaitForFences per texture per doodad).
   With 30+ doodads × multiple textures, this caused the 489ms stall in
   the 'gameobject/transport queues' update stage. Fixed by wrapping the
   entire batch in beginUploadBatch()/endUploadBatch() so all texture
   layout transitions are submitted in a single async command buffer.

2. Game objects whose M2 model has no geometry/particles (empty or
   unsupported format) were retried every frame because loadModel()
   returns false without adding to gameObjectDisplayIdModelCache_.
   Added gameObjectDisplayIdFailedCache_ to permanently skip these
   display IDs after the first failure, stopping the per-frame spam.

3. renderM2Ribbons() only checked ribbonPipeline_ != null, not
   ribbonAdditivePipeline_. If additive pipeline creation failed, any
   ribbon with additive blending would call vkCmdBindPipeline with
   VK_NULL_HANDLE, causing VK_ERROR_DEVICE_LOST on the GPU side.
   Extended the early-return guard to cover both ribbon pipelines.
2026-03-13 01:45:31 -07:00
Kelsi
13c096f3e9 fix: resolve keybinding conflicts for Q, M, and grave keys
- TOGGLE_QUEST_LOG: change default from Q to None — Q conflicts with
  strafe-left in camera_controller; quest log already accessible via
  TOGGLE_QUESTS (L, the standard WoW binding)
- Equipment Set Manager: remove hardcoded SDL_SCANCODE_GRAVE shortcut
  (~` should not be used for this)
- World map M key: remove duplicate SDL_SCANCODE_M self-handler from
  world_map.cpp::render() that was desync-ing with game_screen's
  TOGGLE_WORLD_MAP binding; game_screen now owns open/close, render()
  handles initial zone load and ESC-close signalling via isOpen()
2026-03-13 01:27:30 -07:00
Kelsi
1108aa9ae6 feat: implement M2 ribbon emitter rendering for spell trail effects
Parse M2RibbonEmitter data (WotLK format) from M2 files — bone index,
position, color/alpha/height tracks, edgesPerSecond, edgeLifetime,
gravity. Add CPU-side trail simulation per instance (edge birth at bone
world position, lifetime expiry, gravity droop). New m2_ribbon.vert/frag
shaders render a triangle-strip quad per emitter using the existing
particleTexLayout_ descriptor set. Supports both alpha-blend and additive
pipeline variants based on material blend mode. Fixes invisible spell
trail effects (~5-10%% of spell visuals) that were silently skipped.
2026-03-13 01:17:30 -07:00
Kelsi
acf99354b3 feat: add ghost mode grayscale screen effect
- FXAA path: repurpose _pad field as 'desaturate' push constant; when
  ghostMode_ is true, convert final pixel to grayscale with slight cool
  blue tint using luma(0.299,0.587,0.114) mix
- Non-FXAA path: apply a high-opacity gray overlay (rgba 0.5,0.5,0.55,0.82)
  over the scene for a washed-out look
- Both parallel (SEC_POST) and single-threaded render paths covered
- ghostMode_ flag set each frame from gameHandler->isPlayerGhost()
2026-03-13 00:59:36 -07:00
Kelsi
d52c49c9fa fix: FXAA sharpening and MSAA exclusion
- Post-FXAA unsharp mask: when FSR2 is active alongside FXAA, forward
  the FSR2 sharpness value (0–2) to the FXAA fragment shader via a new
  vec4 push constant. A contrast-adaptive sharpening step (unsharp mask
  scaled to 0–0.3) is applied after FXAA blending, recovering the
  crispness that FXAA's sub-pixel blend removes.  At sharpness=2.0 the
  output matches RCAS quality; at sharpness=0 the step is a no-op.

- MSAA guard: setFXAAEnabled() refuses to activate FXAA when hardware
  MSAA is in use. FXAA's role is to supplement FSR temporal AA, not to
  stack on top of MSAA which already resolves jaggies during the scene
  render pass.
2026-03-12 22:38:37 -07:00
Kelsi
ebaf95cc42 fix: remove Y-flip counter-hacks in FSR shaders; invert mouse by default; FSR1 disables MSAA
FSR EASU and FSR2 sharpen fragment shaders had a manual Y-flip to undo
the now-removed postprocess.vert flip.  Strip those since the vertex
shader no longer flips, making all postprocess paths consistent.

Also flip the default mouse Y-axis to match user expectation (mouse
down = look up / flight-sim style) and make FSR1 disable MSAA on
enable, matching FSR2 behaviour (FSR provides its own spatial AA).
2026-03-12 21:59:41 -07:00
Kelsi
7b3578420a fix: correct camera mouse-Y inversion (mouse-down should look down by default)
SDL yrel > 0 means the mouse moved downward. In WoW, moving the mouse
down should decrease pitch (look down), but the previous code did
+= yrel which increased pitch (look up). This made the camera appear
inverted — moving the mouse down tilted the view upward. The invertMouse
option accidentally produced the correct WoW-default behaviour.

Fix: negate the default invert factor so mouse-down = look down without
InvertMouse, and mouse-down = look up when InvertMouse is enabled.
2026-03-12 21:06:07 -07:00
Kelsi
9aa4b223dc feat: implement SMSG_CAMERA_SHAKE with sinusoidal camera shake effect
- Add triggerShake(magnitude, frequency, duration) to CameraController
- Apply envelope-decaying sinusoidal XYZ offset to camera in update()
- Handle SMSG_CAMERA_SHAKE opcode in GameHandler dispatch
- Translate shakeId to magnitude (minor <50: 0.04, larger: 0.08 world units)
- Wire CameraShakeCallback from GameHandler through to CameraController
- Shake uses 18Hz oscillation with 30% fade-out envelope at end of duration
2026-03-12 19:37:53 -07:00
Kelsi
214c1a9ff8 feat: enable FXAA alongside FSR3 in settings and add FXAA to Ultra preset
- Remove fsr2Active guard that prevented FXAA when FSR3 was active
- FXAA checkbox now always enabled; tooltip adapts to explain FSR3+FXAA combo
  when FSR3 is active ('recommended ultra-quality combination')
- Performance HUD shows 'FXAA: ON (FSR3+FXAA combined)' when both active
- Ultra graphics preset now enables FXAA (8x MSAA + FXAA for max smoothness)
- Preset detection updated to require FXAA for Ultra match
2026-03-12 19:27:00 -07:00
Kelsi
cd01d07a91 fix: wait for GPU idle before freeing M2/WMO model buffers to prevent device lost
cleanupUnusedModels() runs every 5 seconds and freed vertex/index buffers
without waiting for the GPU to finish the previous frame's command buffer.
This caused VK_ERROR_DEVICE_LOST (-4) after extended gameplay when tiles
stream out and their models are freed mid-render.

Add vkDeviceWaitIdle() before the buffer destroy loop in both M2Renderer
and WMORenderer cleanupUnusedModels(). The wait only happens when there are
models to remove, so quiet sessions have no overhead.
2026-03-12 19:01:15 -07:00
Kelsi
eafd09aca0 feat: allow FXAA alongside FSR1 and FSR3 simultaneously
- Remove !fsr_.enabled / !fsr2_.enabled guards that blocked FXAA init
- FXAA can now coexist with FSR1 and FSR3 simultaneously
- Priority: FSR3 > FXAA > FSR1
  - FSR3 + FXAA: scene renders at FSR3 internal res, temporal AA runs,
    then FXAA reads FSR3 history and applies spatial AA to swapchain
    (replaces RCAS sharpening for ultra-quality native mode)
  - FXAA + FSR1: scene renders at native res, FXAA post-processes;
    FSR1 resources exist but are idle (FXAA wins for better quality)
  - FSR3 only / FSR1 only: unchanged paths
- Fix missing fxaa.frag.spv: shader was present but uncompiled; the
  CMake compile_shaders() function will now pick it up on next build
2026-03-12 18:58:30 -07:00
Kelsi
fbcec9e7bf feat: show FXAA status in performance HUD 2026-03-12 17:01:20 -07:00
Kelsi
6e95709b68 feat: add FXAA post-process anti-aliasing, combinable with MSAA 2026-03-12 16:43:48 -07:00
Kelsi
e2f36f6ac5 feat: show party member dots on world map with name labels and class colors 2026-03-12 15:05:52 -07:00
Kelsi
d9ce056e13 feat: add zone name labels and hover coordinates to world map
- Draw zone name text centered in each zone rect on the continent view;
  only rendered when the rect is large enough to fit the label without
  crowding (explored zones get gold text, unexplored get dim grey)
- Show WoW coordinates under the cursor when hovering the map image in
  continent or zone view, bottom-right corner of the map panel
2026-03-12 07:45:51 -07:00
Kelsi
6cf511aa7f Add damage flash toggle setting and fix map explored zone reveal
Persist damage_flash to settings.cfg; checkbox in Interface > Screen Effects.
Fix world map fog: trust server exploration mask unconditionally when present,
always reveal the current zone immediately regardless of server mask state.
2026-03-12 03:21:49 -07:00
Kelsi
68a379610e Fix animation timing precision loss by replacing fmod with iterative subtraction
Floating-point fmod() loses precision with large accumulated time values, causing
subtle jumps/hitches in animation loops. Replace with iterative duration subtraction
to keep animationTime bounded and maintain precision, consistent with the fix
applied to character_renderer.cpp.

Applies to:
- M2 creature/object animation loops (main update)
- M2 particle-only instance wrapping (3333ms limit)
- M2 global sequence timing resolution
- M2 animated particle tile indexing
- Mount bobbing motion (sinusoidal rider motion)
- Character footstep trigger timing
- Mount footstep trigger timing

All timing computations now use the same precision-preserving approach.
2026-03-11 18:14:25 -07:00
Kelsi
f6f072a957 Increase lava/magma particle emission rate from 32 to 48 per second
Addresses sparseness in lava/magma effects noted in status documentation.
Higher emission rate (48 vs 32 per second) makes lava/slime areas visually
denser and more immersive while staying within GPU budget constraints.
2026-03-11 17:51:55 -07:00
Kelsi
b7479cbb50 Fix running animation hitching by using duration subtraction instead of fmod
Replace floating-point fmod() with iterative duration subtraction to preserve precision.
When animation time accumulates over many loops, fmod() loses precision with large values,
causing subtle jumps/hitches in looping animations. Subtracting the duration instead keeps
animationTime bounded in [0, duration) and avoids precision loss.
2026-03-11 17:02:15 -07:00
Kelsi
0c8fb94f0c Increase lava/magma smoke particle emission rate from 16 to 32 per second
Double the smoke particle emission rate to create visually richer lava and magma
effects. Current implementation emitted only 16 particles/sec per emitter (~88 in
steady state), which appeared sparse especially in multi-emitter lava areas.
Increasing to 32/sec provides denser steam/smoke effects (~176 in steady state)
while remaining well under the 1000 particle cap. This tuning opportunity was
documented in status.md as a known gap in visual completeness.
2026-03-11 16:47:07 -07:00
Kelsi
fe2987dae1 feat: add frustum culling to quest marker rendering for consistency
Add view-frustum intersection testing to QuestMarkerRenderer::render() using
Frustum::intersectsSphere(), bringing quest marker culling in line with the
character instance and WMO group frustum culling improvements. Reduces marker
visibility testing overhead in scenes with many off-screen quest givers.
2026-03-11 13:30:07 -07:00
Kelsi
2c25e08a25 feat: upgrade character instance culling from distance/backface-check to frustum-sphere testing
Replace ad-hoc cone-based backface culling with proper view-frustum intersection
testing using Frustum::intersectsSphere(). Characters are now culled based on
visibility within the view frustum, improving accuracy in complex scenes and
reducing overdraw. Maintains distance-based culling for broad radius filtering.
2026-03-11 13:10:44 -07:00
Kelsi
a10e3e86fb feat: upgrade WMO group frustum culling from basic forward-check to proper frustum-AABB testing
Replace the basic forward-vector culling (which only culls when all AABB
corners are behind the camera) with proper frustum-AABB intersection testing
for more accurate and aggressive visibility culling. This reduces overdraw
and improves rendering performance in WMO-heavy scenes (dungeons, buildings).
2026-03-11 12:43:22 -07:00
Kelsi
508b7e839b feat: enable shadow rendering in character preview for visual depth
Enable shadows in character preview with 0.5 strength for a subtle
lighting effect that improves visual accuracy. Removes clearShadowMap()
call and enables shadowParams in preview UBO. Enhances character
appearance fidelity when viewing equipment and customization options.
2026-03-11 12:21:07 -07:00
Kelsi
4be7910fdf refactor: consolidate QueryTimer struct to shared header
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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
bc6cd6e5f2 refactor: remove duplicate weapon key-bone fallback in attachWeapon()
Consolidated identical key-bone lookup logic that appeared at lines 3076
and 3099. Both performed the same search for weapon attachment points
(ID 1/2 for right/left hand). Removed duplication while preserving
behavior and improving code clarity with better comments.
2026-03-11 10:53:52 -07:00
Kelsi
0d002c9070 feat: enable NPC helmet attachments with fallback logic for missing attachment points
Add fallback logic to use bone 0 for head attachment point (ID 11) when models
don't have it explicitly defined. This improves helmet rendering compatibility
on humanoid NPC models that lack explicit attachment 11 definitions. Re-enable
helmet attachments now that the fallback logic is in place.
2026-03-11 09:56:04 -07:00
Kelsi
176b8bdc3d feat: increase smoke particle emission rate from 8 to 16 per second for denser effects 2026-03-11 09:30:57 -07:00
Kelsi
a8fd977a53 feat: re-enable R key for camera reset with chat input safeguard
Allow R key to reset camera position/rotation when chat input is not active.
Previously disabled due to conflict with chat reply command. Now uses the same
safety check as movement keys (ImGui::GetIO().WantTextInput).

Implements edge-triggered reset on R key press, matching X key (sit) pattern.
2026-03-11 07:53:36 -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
f043077746 fix: free WMO and M2 material descriptor sets on group/model destroy to prevent pool exhaustion 2026-03-11 01:44:12 -07:00
Kelsi
ce36171000 fix: prefer variationIndex=0 run animation and silence spurious compositeWithRegions warns
- character_renderer: playAnimation now prefers the primary variation
  (variationIndex==0) when multiple sequences share the same animation ID;
  this fixes hitching on human female run where a variation sequence was
  selected first before the base cycle
- character_renderer: move the compositeWithRegions size-mismatch warning
  inside the else branch so it only fires when sizes genuinely don't match,
  not for every successful 1:1 or scaled blit
2026-03-11 01:35:37 -07:00
Kelsi
f462db6bfa fix: terrain descriptor pool leak, minimap quest markers, and item comparison UI
- terrain_renderer: add FREE_DESCRIPTOR_SET_BIT flag and vkFreeDescriptorSets
  in destroyChunkGPU so material descriptor sets are returned to the pool;
  prevents GPU device lost from pool exhaustion near populated areas
- game_screen: fix projectToMinimap to use the exact inverse of the minimap
  shader transform so quest objective markers appear at the correct position
  and orientation regardless of camera bearing
- inventory_screen: fix item comparison tooltip to not compare equipped items
  against themselves (character screen); add item level diff line; show (=)
  indicator when stats are equal rather than bare value which looked identical
  to the item's own tooltip
2026-03-11 01:29:56 -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
7c8bda0907 fix: suppress wchar_t '>= 0' tautological comparison warning on arm64
On Windows arm64, wchar_t is unsigned so 'wc >= 0' is always true
and GCC/Clang emit -Wtype-limits. Drop the redundant lower bound
check — only the upper bound 'wc <= 0x7f' is needed.
2026-03-10 21:34:54 -07:00
Kelsi
2b9f216dae fix: rest state detection and minimap north-up orientation
- WotLK opcode 0x21E is aliased to both SMSG_SET_REST_START and
  SMSG_QUEST_FORCE_REMOVE. In WotLK, treat as SET_REST_START (non-zero
  = entering rest area, zero = leaving); Classic/TBC treat as quest removal.
- PLAYER_BYTES_2 rest state byte: change from `& 0x01` to `!= 0` to also
  detect REST_TYPE_IN_CITY (value 2), not just REST_TYPE_IN_TAVERN (1).
- Minimap arrow: server orientation (π/2=North) needed conversion to
  minimap arrow space (0=North). Subtract π/2 in both render paths so
  arrow points North when player faces North.
2026-03-10 20:29:55 -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
Kelsi
48d15fc653 fix: quest markers, level-up effect, and emote loop
- renderer: construct QuestMarkerRenderer via make_unique (was never
  instantiated, causing getQuestMarkerRenderer() to always return null
  and all quest-marker updates to be silently skipped)
- m2_renderer: add "levelup" to effectByName so LevelUp.m2 is treated
  as a spell effect (additive blend, no collision, particle-dominated)
- renderer: auto-cancel non-looping emote animations when they reach
  end-of-sequence, transitioning player back to IDLE state
2026-03-10 19:41:01 -07:00