Commit graph

137 commits

Author SHA1 Message Date
Kelsi
be288ce974 Fix geoset filtering for M2 models
Group 0 (body parts 0-18) always renders all submeshes since they represent
different body parts. Other groups filter by exact submeshId match to show
only one variation per group.
2026-02-05 23:42:05 -08:00
Kelsi
755050fff3 Disable geoset filtering until submesh ID format is determined
Geoset filtering was causing body parts to disappear. Disabled until we
can properly map submesh IDs to geoset groups.
2026-02-05 23:37:26 -08:00
Kelsi
1bc93f6824 Fix geoset filtering to always show body parts (group 0)
Body parts (submeshId 0-99) now always render regardless of activeGeosets.
Other geoset groups (hair, chest, etc.) still require explicit enabling.
This fixes missing body parts while maintaining equipment filtering.
2026-02-05 23:35:28 -08:00
Kelsi
4c17b64e41 Fix geoset filtering with expanded body range and debug logging
Expanded body part geoset range from 0-18 to 0-99 to cover all humanoid
submesh IDs. Added per-model debug logging to track submesh IDs and
geoset filtering behavior.
2026-02-05 23:33:28 -08:00
Kelsi
5512623d65 Disable NPC geoset filtering to fix missing body parts
Geoset filtering was incorrectly hiding NPC body parts because submesh
IDs don't match the expected geoset ID convention. Disabled until proper
mapping is implemented.
2026-02-05 23:29:10 -08:00
Kelsi
25191de47b Revert "Fix geoset filtering using correct geosetId from M2 batch"
This reverts commit 937c5961c9.
2026-02-05 23:27:59 -08:00
Kelsi
937c5961c9 Fix geoset filtering using correct geosetId from M2 batch
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.
2026-02-05 23:26:30 -08:00
Kelsi
bfaa01cf6e Fix character spawning at saved position instead of default preset
selectSpawnPreset() was always returning a preset (Goldshire by default),
overriding the saved character position. Now returns nullptr when no
WOW_SPAWN env var is set, allowing saved position to be used.
2026-02-05 23:24:52 -08:00
Kelsi
7d718e9249 Fix invisible NPC body parts caused by texture alpha
Character fragment shader was using texture alpha, which could be 0 in
baked NPC textures. Force alpha=1 for opaque character rendering.
2026-02-05 23:22:24 -08:00
Kelsi
70e3e9cce3 Fix single-player position not loading on login
loadSinglePlayerCharacterState was updating the character struct but not
movementInfo, which startSinglePlayer uses for spawn position. Now sets
movementInfo.x/y/z/orientation from saved state.
2026-02-05 23:18:22 -08:00
Kelsi
3131a694ea Fix NPC missing body parts by using baked textures as-is
Baked NPC textures already include complete appearance (skin, features,
armor). Equipment component textures are designed for player characters
with different UV layout and were causing body parts to disappear.
2026-02-05 23:15:57 -08:00
Kelsi
e3d886cd25 Add helmet model attachment and fix NPC textures
Load and attach helmet M2 models to humanoid NPCs from ItemDisplayInfo.dbc.
Revert equipment texture compositing since baked NPC textures are 256x256
(incompatible with 512x512 region system). Add debug logging for equipment
display IDs.
2026-02-05 23:05:35 -08:00
Kelsi
20eef54ccf Add equipment geosets for humanoid NPCs
Load equipment display IDs from CreatureDisplayInfoExtra.dbc and look up
geoset groups from ItemDisplayInfo.dbc. Apply appropriate geosets for
chest, pants, boots, gloves, tabard, and cape. Hide hair when NPC wears
a helmet.
2026-02-05 22:57:32 -08:00
Kelsi
5d46028baf Add hair textures and geosets for humanoid NPCs
Set correct hair style and facial hair geosets based on CreatureDisplayInfoExtra.
Load hair textures from CharSections.dbc using race, sex, hairStyleId, and
hairColorId for proper hair coloring on humanoid NPCs.
2026-02-05 22:54:47 -08:00
Kelsi
7fd5708f1f Fix humanoid NPC textures using baked NPC textures from DBC
Load CreatureDisplayInfoExtra.dbc to get baked texture names for humanoid
NPCs. Apply textures from Textures\BakedNpcTextures\ to type-1 texture
slots. Also spawn player model in online mode and set active character
GUID for both single-player and online modes.
2026-02-05 22:47:21 -08:00
Kelsi
9b62acd72d Fix online mode creature spawning and packet parsing
- Fix encryption desync by tracking decrypted header bytes in world socket
- Fix UPDATE_OBJECT movement block parsing to handle 3.3.5a update flags
- Fix UNIT_FIELD_DISPLAYID index (67, not 71)
- Add creature spawn/despawn callbacks with DBC-based model loading
- Add SMSG_COMPRESSED_UPDATE_OBJECT opcode support
2026-02-05 21:55:52 -08:00
Kelsi
300edd2c7c Load terrain when entering world in online mode
Add world entry callback that triggers terrain loading when receiving
SMSG_LOGIN_VERIFY_WORLD. Fix coordinate conversion by applying
serverToCanonical() to properly swap X/Y axes from server format.
2026-02-05 21:28:21 -08:00
Kelsi
5ecca080d5 Add ZLIB linking and file logging support
- Add ZLIB find_package and linking for addon compression
- Add file logging to logs/wowee.log
2026-02-05 21:03:27 -08:00
Kelsi
d970385815 Fix world server authentication for AzerothCore
- Use 6-byte CMSG header (uint16 size + uint32 opcode) for client-to-server
- Enable RC4 encryption immediately after sending AUTH_SESSION
- Encrypt all 6 header bytes to match AzerothCore expectations
- Add 8-byte addon info (addonCount + clientTime) for proper parsing
- Fix CharCreateResult enum to use correct WoW 3.3.5a response codes
- Add CHAR_NAME_* error codes for name validation messages
- Allow character list refresh from CHAR_LIST_RECEIVED state
2026-02-05 21:03:11 -08:00
Kelsi
9a0a05329f Clamp facial hair using DBC 2026-02-05 18:38:12 -08:00
Kelsi
3929df7ed0 Reduce wall pushback and WMO camera distance 2026-02-05 18:29:54 -08:00
Kelsi
a1d831f6d1 Clear name error and trim input 2026-02-05 18:25:07 -08:00
Kelsi
b3552e4e65 Tune wall collision for stairs and reduce camera distance in WMOs
Skip short vertical surfaces (stair risers) to allow climbing stairs.
Reduce WMO interior max camera zoom to 8 units and soften wall pushback.
2026-02-05 18:23:29 -08:00
Kelsi
8a9a2c6d3d Clamp character appearance using DBC ranges 2026-02-05 18:22:11 -08:00
Kelsi
eb39ac5289 Limit camera zoom in WMO interiors and improve wall collision
Reduce max zoom to 15 units when inside a building. Increase player
collision radius to 0.70, lower step height threshold, and use more
aggressive pushback and finer sweep steps to prevent wall clipping.
2026-02-05 18:19:09 -08:00
Kelsi
d2fcf5e71f Use auth username for world connection 2026-02-05 18:18:15 -08:00
Kelsi
d6d180abf5 Ignore single-player saves 2026-02-05 18:14:54 -08:00
Kelsi
961ddb187e Simplify wall collision and add intro camera pan
- Remove complex ramp/edge filtering that was skipping building walls
- Simpler wall detection: any vertical geometry above step height
- Add intro camera pan on game start
2026-02-05 18:12:27 -08:00
Kelsi
9828eb2880 Add one-time spawn camera pan 2026-02-05 18:06:52 -08:00
Kelsi
74cabd76ce Increase wall collision sweep steps to prevent clipping 2026-02-05 18:02:41 -08:00
Kelsi
f7e2d52faf Fix heightmap loading detection and widen wall collision radius
- 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
2026-02-05 18:01:16 -08:00
Kelsi
8f4935a450 Add missing includes for audio and camera controller 2026-02-05 17:55:30 -08:00
Kelsi
7525230e86 Add mouse sensitivity and invert mouse to settings UI
Larger settings window (440x520) to fit all sections.
2026-02-05 17:51:14 -08:00
Kelsi
d04963b0b0 Fix falling through upper floors in multi-story buildings
Don't snap player down when detected floor is >2 units below current
position. This prevents falling through upper floors when the raycast
accidentally detects the ground floor through geometry gaps.
2026-02-05 17:48:58 -08:00
Kelsi
685da6d260 Improve floor detection for multi-story buildings
- Increase footprint sampling radius from 0.28 to 0.4 units
- Only update floor cache if found floor is close to query height
- Prevents caching wrong floor from different stories
2026-02-05 17:46:30 -08:00
Kelsi
07100a46f6 Fix floor cache for multi-story buildings
Skip cached floor height if it's too far below query point (>4 units),
forcing a full raycast. This handles cases where the cache has a
different floor's height (e.g., ground floor cached while on upper floor).
2026-02-05 17:41:46 -08:00
Kelsi
697c4b8218 Persist single-player settings and add defaults 2026-02-05 17:40:15 -08:00
Kelsi
46939808ad Use zone-specific floor cache files
Save/load floor cache per map (e.g., cache/wmo_floor_Azeroth.bin) instead
of a single global file. Saves current zone's cache before teleporting,
loads target zone's cache after terrain streaming completes.
2026-02-05 17:35:17 -08:00
Kelsi
7060c80b81 Add audio volume controls to settings 2026-02-05 17:32:21 -08:00
Kelsi
f5185c08cf Automate WMO floor cache pre-computation
Add precomputeFloorCache() method that samples all WMO bounds at load time
and populates the persistent floor height grid. Called after terrain
streaming completes (initial spawn and teleport) when cache is empty.
2026-02-05 17:30:08 -08:00
Kelsi
8768e0310c Add pre-computed WMO floor cache and improve save logging
- Add initial floor cache for faster collision on first run
- Log absolute path when saving cache for debugging
2026-02-05 17:26:18 -08:00
Kelsi
01de332d4c Optimize WMO rendering and collision performance
- Add texture-sorted batch merging with glMultiDrawElements to reduce draw calls
- Pre-compute merged batches at load time instead of per-frame
- Add persistent floor height cache with disk save/load (cache/wmo_floor_cache.bin)
- Reduce collision focus radius and sweep steps for faster collision checks
- Add floor cache size to performance HUD
- Reduce WMO group distance culling to 80 units
2026-02-05 17:20:30 -08:00
Kelsi
f69556b83e Avoid hardcoded login video path 2026-02-05 16:26:45 -08:00
Kelsi
92a38f3b0e Use updated loading screen images 2026-02-05 16:23:38 -08:00
Kelsi
f2eafefd3f Add back to game button on escape menu 2026-02-05 16:21:17 -08:00
Kelsi
2ca1e5a87a Stop music on quit 2026-02-05 16:17:04 -08:00
Kelsi
0d95f80654 Adjust settings UI and remove F4 shadows toggle 2026-02-05 16:16:03 -08:00
Kelsi
79e4bfd6c3 Add shadows toggle and F4 hotkey 2026-02-05 16:14:11 -08:00
Kelsi
528f645350 Add shadow toggle (F4) and distance-based WMO group culling
Shadow toggle allows disabling shadow pass for performance testing.
Distance culling skips WMO groups beyond 200 units. Occlusion queries
disabled by default as overhead outweighs benefits in dense scenes.
2026-02-05 16:11:24 -08:00
Kelsi
6a49a7e01f Add video settings UI and refresh loading assets 2026-02-05 16:11:00 -08:00