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.
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.
The quest log was empty because the client never requested quest data from the server.
This caused "Already on that quest" errors when trying to turn in completed quests.
Solution:
- When gossip opens with an NPC, parse quest icons to determine quest status
- Quest icon decoding: 0x04=completable (turn-in), 0x02=available, 0x01=incomplete
- Populate questLog_ with active quests and their completion status
- selectGossipQuest now checks questLog_ and sends correct packet:
* If quest is in log + complete → CMSG_QUESTGIVER_REQUEST_REWARD (turn-in)
* Otherwise → CMSG_QUESTGIVER_QUERY_QUEST (view details)
Added opcodes:
- CMSG_QUEST_QUERY (0x05C) - client requests quest template data
- SMSG_QUEST_QUERY_RESPONSE (0x05D) - server sends quest template
Debug logging:
- Logs when quests are added/updated in quest log
- Logs selectGossipQuest decisions (isInLog, isCompletable)
- Logs whether turning in or querying quest
Also lowered quest marker height by 1 unit (HEIGHT_OFFSET 2.1 → 1.1).
Quest turn-in now works correctly!
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures.
Features:
- Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?)
- WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade
- Proper NPC height positioning with bounding box detection
- Camera-facing quads with depth testing but no depth write
- Shader-based alpha modulation for glow and fade effects
Technical changes:
- Created QuestMarkerRenderer class with billboard sprite system
- Integrated into Renderer initialization for both online and offline terrain loading
- Rewrote updateQuestMarkers() to use billboard system instead of M2 models
- Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp
- Added debug logging for initialization and marker tracking
Quest markers now render with proper WoW visual fidelity.