Commit graph

25 commits

Author SHA1 Message Date
Kelsi
da49593268 Add 3D level-up effect using LevelUp.m2 spell model
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
2026-02-19 20:36:25 -08:00
Kelsi
9a950ce09f Fix M2 white shell artifact from missing textures, add opacity track support
Batches whose named texture fails to load now render invisible instead of
white (the swampreeds01a.blp case causing a white shell around aquatic plants).

Also implements proper M2 opacity plumbing:
- Parse texture weight tracks (M2Track<fixed16>) and color animation alpha
  tracks (M2Color.alpha) to resolve per-batch opacity at load time
- Skip batches with batchOpacity < 0.01 in the render loop
- Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode
- Upload both UV sets (texCoords[0] and texCoords[1]) and select via
  textureUnit uniform, so batches referencing UV set 1 render correctly
2026-02-17 23:52:44 -08:00
Kelsi
bbcc18aa22 Fix M2 particle rendering: color, gravity, transparency, and animation
- Fix FBlock color keys from 3-byte BGR to 4-byte RGBA (CImVector) to
  prevent garbled purple/red colors from byte misalignment
- Add circular soft-edge falloff in particle fragment shader (GL_POINTS
  rendered as squares by default)
- Apply default gravity (4.0 spray, 1.5 mist) when M2 gravity is 0 since
  bone animation from .anim files isn't loaded yet
- Add drift velocity to speed=0 emitters so particles spread as mist
  instead of clustering at static bone positions
- Run particle updates for all nearby instances, not just those in
  boneWorkIndices_, to prevent particles freezing when bone culled
- Wrap animation time for particle models to keep emission tracks looping
- Cap particle scale to 1.5 and reduce point size multiplier (800→400)
- Desaturate FBlock colors 70% toward white for natural water appearance
- Reduce additive blend alpha to 5% and volume particles to 2%
2026-02-16 02:12:43 -08:00
Kelsi
d87a86e35c Remove debug logging and add negative texture cache to fix lag spikes
Remove PPM composite dumps, MODEL1_BOUNDS vertex analysis, TEX_REGION
logging, FOUNTAIN_PARTICLES debug output, and verbose chat/warden gate
logging. Add negative cache for failed texture loads to prevent repeated
file I/O for missing textures like deathknighteyeglow.blp.
2026-02-16 00:45:47 -08:00
Kelsi
ed6b305158 Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes:
- Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins,
  Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads,
  Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet
- Changed bare shin default from 501 to 502 for better width match
  with thigh mesh (0.39 vs 0.32, thighs are 0.42)
- Added clearCompositeCache() to prevent stale composite textures
  from being reused across equipment changes
- Fixed character preview geoset defaults to match corrected mapping
2026-02-15 20:53:01 -08:00
Kelsi
8a468e9533 Add mailbox system and fix logging performance stutter
Implement full mail send/receive: SMSG_SHOW_MAILBOX, CMSG_GET_MAIL_LIST,
SMSG_MAIL_LIST_RESULT, CMSG_SEND_MAIL, SMSG_SEND_MAIL_RESULT, mail take
money/item/delete/mark-as-read, and inbox/compose UI windows.

Fix periodic stuttering in Stormwind caused by synchronous per-line disk
flushes in the logger — remove fileStream.flush() and std::endl, downgrade
high-volume per-packet/per-model/per-texture LOG_INFO to LOG_DEBUG.
2026-02-15 14:00:41 -08:00
Kelsi
bf31da8c13 Add MCLQ water, TaxiPathNode transports, and vanilla M2 particles
- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O)
- Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats)
- Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports)
- Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476)
- Add character preview texture diagnostic logging
- Fix disconnect handling on character screen (show error only when no chars)
2026-02-14 20:20:43 -08:00
Kelsi
811a2a97a8 Fix vanilla M2 walk animation timestamp normalization
Vanilla M2 tracks store absolute timestamps in the flat array (e.g.
1000-2000ms) but the renderer plays animTime from 0 to duration.
Normalize timestamps to 0-relative after slicing per-sequence ranges
so findKeyframeIndex matches correctly.
2026-02-13 21:43:14 -08:00
Kelsi
22728b461f Fix vanilla M2 animations, movement packets, and DBC locale
- Parse vanilla M2 animation tracks (flat arrays with M2Range indices)
  instead of skipping them, fixing T-pose on all vanilla models
- Use C4Quaternion (float[4]) for vanilla bone rotations instead of
  CompressedQuat (int16[4]) which produced garbage transforms
- Fix vanilla M2 attachment struct size (48 bytes, not 40) so weapons
  attach to correct bones instead of model origin
- Route movement packets through expansion-specific packet parsers
  instead of hardcoded WotLK format, fixing server-side position sync
- Fix Spell.dbc field indices for classic/turtle (Name=120, Rank=129,
  IconID=117) - were pointing to Portuguese locale column (+7 offset)
- Change guild roster keybind from J to O (WoW default)
- Add guild opcodes for all expansions
2026-02-13 21:39:48 -08:00
Kelsi
430c2bdcfa Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
2026-02-13 16:53:28 -08:00
Kelsi
4a9c86b1e6 Harden transport updates and fix waterfall particle tint 2026-02-12 00:45:24 -08:00
Kelsi
5171f9cad4 Fix taxi state sync and transport authority; reduce runtime log overhead; restore first-person self-hide 2026-02-11 22:27:02 -08:00
Kelsi
dab23f1895 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00
Kelsi
d7aabc0caa Add M2 collision mesh parsing and mesh-based wall/floor collision
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.
2026-02-08 19:56:17 -08:00
Kelsi
a71902a571 Add tiled particle atlas support 2026-02-07 19:20:37 -08:00
Kelsi
b9dfce3c66 Fix M2 particle emitter crash: correct struct size, FBlock format, and add safety caps
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
2026-02-06 21:13:06 -08:00
Kelsi
104a9d0898 Enable M2 particle emitters with correct WotLK struct parsing and overflow guards 2026-02-06 20:57:02 -08:00
Kelsi
88241cbddc Render M2 glow batches as billboarded light sprites
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.
2026-02-06 08:58:26 -08:00
Kelsi
4d80b92c39 Parse M2 render flags and apply per-batch blend modes
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.
2026-02-06 01:54:25 -08:00
Kelsi
ad04da31c3 Implement M2 texture animation (UV scrolling) for fountain water
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.
2026-02-06 01:49:27 -08:00
Kelsi
ec6c575894 Revert "Fix geoset filtering using correct geosetId from M2 batch"
This reverts commit 45048757ef.
2026-02-05 23:27:59 -08:00
Kelsi
45048757ef 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
11a4958e84 Add M2 global sequence animation, smoke UV scroll, and fix WMO floor detection
- 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.
2026-02-04 14:06:59 -08:00
Kelsi
f00d13bfc0 Improve performance and tune ramp/planter collision behavior 2026-02-03 17:21:04 -08:00
Kelsi
ce6cb8f38e Initial commit: wowee native WoW 3.3.5a client 2026-02-02 13:03:22 -08:00