When inside a WMO, use:
- Smaller sweep step size (0.20 vs 0.35) for more frequent collision checks
- Tighter player radius (0.45 vs 0.50) for less claustrophobic corridors
- Stronger push response (0.12 vs 0.08 max) for more responsive walls
Prevents clipping through walls in tight indoor spaces while keeping
outdoor movement smooth.
Reduced camera floor step-up budget from 3.0f to 0.5f to prevent
snapping to floors far above camera. Added upward raycast to detect
ceilings/upper floors and constrain zoom distance in multi-story
buildings, preventing camera from phasing through upper levels.
Removed +3.0f offset from camera WMO floor query. The offset combined
with the +2.0f allowAbove in getFloorHeight was detecting floors 5 units
above camera, causing snaps to upper stories. Camera now queries at its
actual Z position to only detect reachable floors.
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.
Cap WMO swept wall collision pushback to 0.15 units (was 0.55) so walls
stop the player without violent shoves. Fix M2 stepped fountain lateral
push using effectiveTop instead of rawMax.z so the near-top check matches
the stepped profile height at the player's radial position.
Remove active group fast path from getFloorHeight to fix bridge clipping.
Replace ground smoothing with immediate step-up snap (WoW-style: snap up,
smooth down). Accept upward Z from wall collision at all call sites. Skip
floor-like surfaces (absNz >= 0.45) in wall collision to prevent false
wall hits on ramps. Increase getFloorHeight allowAbove from 0.5 to 2.0
for ramp reacquisition. Prefer highest reachable surface in floor selection.
Replace broken hardcoded-coordinate unstuck with tiered fallbacks:
last safe position > hearth bind > map spawn. Track safe positions
only on real geometry, let player fall after 500ms with no ground,
and auto-trigger unstuck after 5s of continuous falling.
Add CameraController::teleportTo() that directly places the player at
the target position without the expensive floor-search loop in reset().
The loop does hundreds of WMO collision checks which hangs in cities.
- 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.
Relax swept collision hit threshold, expand spatial grid query range,
enable WMO floor detection in first person, raise ramp rejection
threshold, and snap Z after wall collision XY adjustment.
Load BLP texture data during prepareTile() and upload to GL cache in
finalizeTile(), eliminating file I/O stalls on the main thread. Reduce
ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces.
Change hearthstone action bar slot from spell to item.
- Add setInstancePosition() to M2Renderer and WMORenderer for moving
transport instances at runtime
- Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs
- Parse player-on-transport state from movement blocks
- Wire transport move callback in Application to update render positions
- Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so
gameobjects display proper names instead of "Unknown"
- Add name/entry fields to GameObject entity class
- Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item
GUID by one byte, breaking hearthstone and all item usage
- Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests
- Show PvP enabled/disabled state in toggle message
- Relax WMO ramp wall-collision step-up check to allow walking on
gentle ramps where floor rise per step is under 0.1 units
- Add M2 fallback when WMO group files fail to load for gameobjects
- Handle re-creation of existing gameobject render instances by
updating position instead of silently ignoring
Use WMO-aware floor detection for camera clearance so tunnels don't
push the camera up to terrain. Clear permanent auras on dismount via
mount display field. Use center-only sampling for terrain/WMO floors
to prevent offset probes from snapping to terrain above tunnels.
Skip wall collision when a walkable floor exists above current feet,
allowing smooth stair traversal without per-zone tuning. Disable R key
camera reset to avoid conflicts with chat.
Clear aura list on AURA_UPDATE_ALL so dismount/WMO transitions refresh
properly. Increase WMO step height thresholds to reduce stair blocking.
Change buff cancel to right-click and support dismount via buff bar.
selectReachableFloor now picks the floor closest to the player instead of the highest, so tunnels and caves use the WMO floor rather than the terrain surface above.
Add 36 arena and battleground opcodes with handlers for queue status, team events, invites, and errors. Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (uint8 not uint32) and remove manual mount speed tracking. Buff bar now shows spell icons and is positioned below the minimap. Both mouse buttons cancel autorun.
Add root, branch, thorn, moss, ivy, and other natural doodads to the no-block foliage list. /unstuck now moves the player 5 units forward instead of resetting in place.
Guard pendingTiles.erase() with queueMutex in processReadyTiles and
unloadTile to prevent data race with worker threads. Add defensive null
checks in M2/WMO render and animation paths. Move cleanupUnusedModels
out of per-tile unload loop to run once after all tiles are removed.
- Rider character bobs with mount's run animation (sinusoidal, 0.12u amplitude)
- Mount hoofbeat footstep sounds triggered at 4 points per animation cycle
- M key opens map directly to player's current zone instead of continent
- Mouse wheel scroll zooms map in/out between world, continent, and zone views
- Fog of war darkens unexplored zones on continent view, clears on visit
- Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (missing uint32 field caused garbage speed)
- Always send speed ACK to prevent server stall, even on invalid values
- Defer mount model loading to next frame to avoid render-loop hang
- Compute mount height from tight vertex bounds instead of M2 header bounds
- Dismount when entering combat or casting spells while mounted
- Prevent auto-attacking yourself when self-targeted
- Leave combat when 40+ yards from target, close vendor at 15+ yards
- Pre-open X11 display for reliable mouse release in signal handlers
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
- Remove early-out in wall collision so multiple wall faces are resolved
per frame, preventing corner clip-through
- Update localTo after each wall push so subsequent triangles check
against the corrected position
- Tighten collision sweep steps from 0.65 to 0.35 units (max 5 steps)
for better tunneling prevention on thin walls and corners
- Carpet slide fix: use raw model bounds (rawMax.z) instead of radius-
inflated effectiveTop for the on-top-of-object check, so thin objects
like rugs correctly skip lateral push
- Brighten WMO interior vertex lighting from 2.2/0.3 to 2.4/0.35
- M2 interior darkening now uses global player-inside-WMO flag instead
of per-instance queries that were unreliable
- Fix carpet/rug sliding by skipping lateral collision push when player
is standing on top of any stepable low object, not just platforms
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
Lower MAX_STEP_HEIGHT from 1.0 to 0.6 so curb walls aren't skipped.
Tighten ramp and short surface filters (0.8 height threshold instead of
1.2-1.5) to prevent clipping through tunnel entrance geometry in Stormwind.
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.
Shadows disabled by default in renderer, settings UI, and settings defaults.