- Add movementSuppressTimer to camera controller that forces all movement
keys to read as false, preventing held W key from carrying through
loading screens (fixes always-running-forward after instance portals)
- Increase shadow frustum default from 60 to 72 units (+20%)
- Make shadow distance configurable via setShadowDistance() (40-200 range)
- Add shadow distance slider in Video settings tab (persisted to config)
- Stronger wall collision push (0.35/0.15) and swept push (0.45/0.25)
for interior/exterior WMOs to reduce clipping through tunnel walls
- Use all triangles (not just pre-classified walls) for collision checks
- Allow invisible collidable triangles (MOPY 0x01 without 0x20) to block
- Pass insideWMO flag to all collision callers, match swim sweep to ground
- Widen swept hit detection radius from 0.15 to 0.25
- Restrict camera zoom to 12 units inside WMO interiors
- Fix /unstuck launching player above WMOs: remove +20 fallback, use
gravity when no floor found
- Slash and Enter keys always focus chat unless already typing
The glm::quat(w,x,y,z) constructor was receiving swapped X/Y components,
causing doodads like the Deeprun Tram gears to be oriented horizontally
instead of vertically. Also use createInstanceWithMatrix for instance WMO
doodads to preserve full rotation from the quaternion.
Classify light shafts, portals, spotlights, bubbles, and similar M2
doodads as spell effects so they render with additive blending instead
of as solid opaque objects.
Set camera yaw from server orientation on world load so teleports face
the correct direction.
Reduce area trigger minimum radius (3.0 sphere, 4.0 box) to prevent
premature portal firing near tram entrances.
WMO interior doodads (gears, decorations) were blocking player movement
via M2 collision. Skip collision for all WMO doodad M2 instances since
the WMO itself handles wall collision.
Also filter WMO wall collision using MOPY per-triangle flags: only
rendered+collidable triangles block the player, skipping invisible
collision hulls.
Revert tram portal extended range (no longer needed with collision fix).
- Equipment-driven geoset selection: read GeosetGroup1 from ItemDisplayInfo
for legs/feet/chest to pick covered mesh variants (1302+ pants, 402+ boots,
802+ sleeves) instead of always defaulting to bare geosets
- Prevent per-instance skin override from replacing baked/composited armor
textures on equipped NPCs
- Set bald NPC hair texture slot to skin texture so scalp isn't white
- Skip white fallback textures in per-instance hair overrides
- Remove debug texture dump, reduce NPC logging to DEBUG level
- Remove bogus 2-byte skip after materialId in MLIQ parser that shifted
all vertex heights and tile flags by 2 bytes (garbage data)
- Skip liquid loading for interior WMO groups (flag 0x2000) to prevent
indoor water from rendering as outdoor canal water
- Clear movement inputs on teleport/portal to prevent auto-running after
zone transfer (held keys persist through loading screen)
- Fix Stormwind barracks floor: interior WMO groups named "facade" were
incorrectly marked as LOD shells and hidden when close. Add !isIndoor
guard to all LOD detection conditions so interior groups always render.
- Fix water exit stair clipping: anchor lastGroundZ to current position
on swim exit, set grounded=true for full step-up budget, add upward
velocity boost to clear stair lip geometry.
- Re-enable NPC humanoid equipment geosets (kEnableNpcHumanoidOverrides)
so guards render with proper armor instead of underwear.
- Keep instance portal GameObjects animated (spinning/glowing) instead
of freezing all GO animations indiscriminately.
- Fix equipment disappearing after instance round-trip by resetting
dirty tracking on world reload.
- Fix multi-doodad-set loading: load both set 0 (global) and placement-
specific doodad set, with dedup to avoid double-loading.
- Clear placedWmoIds in softReset/unloadAll to prevent stale dedup.
- Apply MODF rotation to instance WMOs, snap player to WMO floor.
- Re-enable rebuildSpatialIndex in setInstanceTransform.
- Store precomputeFloorCache results in precomputed grid.
- Add F8 debug key for WMO floor diagnostics at player position.
- Expand mapIdToName with all Classic/TBC/WotLK instance map IDs.
- NPC hair/skin textures now use per-instance overrides instead of shared
model-level textures, so each NPC shows its own hair color/style
- Hair/skin DBC lookup runs for every NPC instance (including cached models)
rather than only on first load
- Fix keyframe binary search to use float comparison matching original
linear scan semantics
- Split M2 instances into fast-path index lists (animated, particle-only,
particle-all, smoke) to avoid iterating all 46K instances per frame
- Cache model flags (hasAnimation, disableAnimation, isSmoke, etc.) on
M2Instance struct to eliminate per-frame hash lookups
- Replace full rebuildSpatialIndex on position/transform updates with
incremental grid cell remove+add, preventing 8.5ms/frame rebuild cost
- Advance animTime for all instances (texture UV animation) but only
compute bones and particles for the ~3K that need it
M2_UPDATE: 10.7ms → 2.0ms, FPS: 35 → 55-59
When the GPU device is lost (unrecoverable Vulkan error), the app now
closes cleanly instead of looping with a black screen. Also adds
vk_context.hpp include for the isDeviceLost() check.
- Extract initializeRenderers() from loadTestTerrain() so WMO-only maps
(dungeons/raids) initialize renderers directly without a dummy ADT path
- Defer setState(IN_GAME) until after processing any pending deferred world
entry, preventing brief IN_GAME flicker on the wrong map
- Remove verbose area trigger debug logging (every-second position spam)
Reset descriptor pools in CharacterRenderer/M2Renderer/WMORenderer on map
change to prevent VK_ERROR_DEVICE_LOST from pool exhaustion. Defer re-entrant
SMSG_NEW_WORLD during active world load to avoid recursive cleanup crashes.
Gate swim bubbles on swimming state, skip redundant shadow pipeline re-init,
add WOWEE_SKIP_* env vars for render isolation debugging.
- Prefer realm.build over profile worldBuild when non-zero in CMSG_AUTH_SESSION
- Fixes vanilla (1.12.1 build 5875) servers rejecting connection due to wrong build
- Suppress v0.0.0 display in realm list when version info is all zeros
- Fix WDT chunk magic constants to big-endian ASCII (matching ADTLoader)
- Add minimum effective size for box area triggers (90 units, like sphere 45-unit radius)
- Add areaTriggerSuppressFirst_ flag to prevent portal ping-pong on map transfer
- Add WMORenderer::clearAll() to clear models/textures on map change (prevents GPU crash)
- Increase WMO texture cache default to 8GB
- Fix setMapName called after loadTestTerrain so WMO renderer exists
- Save/restore player position around CMSG_AREATRIGGER to prevent bad DB persistence
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations),
replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers
- Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for
all bank slots including bank bag equip slots, same-slot drop detection
- Loading screen: process one tile per frame for live progress updates
- Camera reset: trust server position in online mode to avoid spawning under WMOs
- Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots
across inventory rebuilds, fix bank slot purchase result codes
Load radius was reduced to 3 during taxi (from 4 normal), causing
tiles to not load fast enough at 32 u/s flight speed. Increased to 6
and restored update interval to 0.033s for responsive tile detection.
unloadAll() joins worker threads which blocks if they're mid-tile
(prepareTile can take seconds for heavy ADTs). Replace with softReset()
which clears tile data, queues, and water surfaces without stopping
worker threads — workers find empty queues and idle naturally.
- Add VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT to water material
descriptor pool so individual sets can be freed when tiles are unloaded
- Free descriptor sets in destroyWaterMesh() instead of leaking them
- Add terrain manager unloadAll() during logout to properly clear stale
tiles, water surfaces, and queues between sessions
- Add diagnostic logging for water surface loading, material allocation
failures, and render skip reasons to investigate missing water
logoutToLogin() was only clearing a handful of flags, leaving stale
entity instance maps, pending spawn queues, transport state, mount
state, and charge state from the previous session. On second login,
these stale GUIDs and instance IDs caused invalid renderer operations
and crashes.
Now clears: creature/player/gameObject instance maps, all pending
spawn queues, transport doodad batches, mount/charge state, player
identity, and renderer world geometry (WMO instances, M2 models,
quest markers). Also disconnects TransportManager from WMORenderer
before teardown to prevent dangling pointer access.
Recreate Vulkan swapchain in LoadingScreen::render() when the dirty flag
is set, so resizing the window during world loading no longer renders
into a stale swapchain with mismatched framebuffers.
- Windows: SetThreadAffinityMask to pin main thread to core 0 and
exclude workers from core 0
- macOS: thread_policy_set with THREAD_AFFINITY_POLICY tags to hint
scheduler separation (tag 1 for main, tag 2 for workers)
Water deduplication: merge per-chunk water surfaces into per-tile surfaces
to reduce Vulkan descriptor set usage from ~8900 to ~100-200. Uses hybrid
approach — groups with ≤4 chunks stay per-chunk (preserving shore detail),
larger groups merge into 128×128 tile-wide surfaces.
Re-add incremental tile finalization state machine (reverted in 9b90ab0)
to spread GPU uploads across frames and prevent city stuttering.
Pin main thread to CPU core 0 and exclude worker threads from core 0
to reduce scheduling jitter on the render/game loop.
- Use authoritative playerRace/playerGender at spawn for voice profiles
instead of unreliable model name parsing
- Support nonbinary gender with useFemaleModel body type fallback
- Move voice setup into spawnPlayerCharacter() for all spawn paths
- Remove legacy single-player default Human Male clip preloading
- Make loading screen text black and move progress bar to top
Gameobject M2 instances (books, crates, chests) were continuously
cycling their animations because M2Renderer unconditionally loops
all sequences. Added setInstanceAnimationFrozen() and freeze all
gameobject instances at creation time so they stay in their bind pose.
Strip ~30 chrono::now() calls per frame from Application::update() and
GameHandler::update() that existed only for periodic LOG_DEBUG dumps.
Retain renderer timing used by the live performance HUD overlay.
Strip 26 chrono::now() timing calls per frame from renderer update loop,
periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths,
and dead m2ProfileCounter variable.
- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes
- Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty()
to prevent mid-frame render pass destruction crashes on resolution/fullscreen change
- Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
MSAA change was called mid-frame from settings UI, destroying the render pass
and framebuffers while the command buffer was still recording. Now deferred
via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state.
Also add +180° to M2 game object orientation to fix facing direction.
Render pass begin used 2 clear values but MSAA render pass has 3
attachments (MSAA color, depth, resolve). Vulkan requires clear
value count >= attachment count, causing a driver crash at 8x.
Also fix renderYawM2 reference removed in previous commit.
M2 game objects (signs, posts) were using orientation - 90° while
characters/NPCs use orientation + 90° for the canonical-to-render yaw
conversion. Both renderers build model matrices identically, so they
need the same offset. The old -90° was calibrated when terrain was
rotated 90°; with correct terrain the signs appeared sideways.
- Cache non-renderable creature display IDs and fail-fast future spawn attempts
- Mark GUIDs tied to non-renderable displays as permanent failures to avoid long retry loops
- Skip queued spawn retry work immediately for known non-renderable display IDs
- Clear non-renderable display cache on expansion reload/logout
- Downgrade high-volume UNIT spawn logs to debug and fix mislabeled time-sync log
- add one-time warning caches for missing CreatureDisplayInfo and missing model path lookups
- log each missing displayId/model-path only once instead of every spawn retry/frame
- remove duplicate empty-model-path warning in spawnOnlineCreature (already reported by lookup path)
This cuts high-frequency log I/O and string formatting in hotspots when server sends unknown displayIds, while preserving first-occurrence diagnostics.
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes
- remove expensive detail dedupe scans from the hot render path
- add progressive/lazy clutter updates around player movement to smooth frame pacing
- lower noisy runtime INFO logging to DEBUG/throttled paths
- keep terrain/game screen updates responsive while preserving existing behavior
Add page-text support for sign-like gameobject interactions by handling SMSG_GAMEOBJECT_PAGETEXT and SMSG_PAGE_TEXT_QUERY_RESPONSE, and issuing CMSG_PAGE_TEXT_QUERY when page IDs are available from cached GO template data.
Normalize received page text tokens before chat display and add a fallback for basic signpost GO type clicks to print sign names when no page data is present.
Correct M2 gameobject yaw alignment for signposts/arrows by applying render-space -90deg offset consistently across spawn, position update, and move-callback transforms; keep WMO orientation path unchanged.
- prioritize AzerothCore-compatible virtual item base indices (including 56) for NPC held weapons\n- resolve UNIT_VIRTUAL_ITEM_SLOT values strictly via Item.dbc entry -> DisplayID to avoid display-ID collisions\n- keep NPC offhand detached in this path to prevent erroneous shields/hilts\n- tighten facial geoset filtering to selected variants with minimal fallback (1xx/2xx/3xx)\n- reduce beard/sideburn overdraw while preserving selected chin/mustache channel
- resolve creature virtual item values as Item.dbc entry -> DisplayID before direct ItemDisplayInfo fallback\n- use correct WotLK virtual item base index set (starting at 56) and keep retry attach loop for late update fields\n- keep NPC main-hand weapon attachment path and clear erroneous offhand attachments\n- refactor NPC virtual weapon attach into helper with per-creature retry tracking\n- tighten humanoid facial hair geoset selection to avoid loading all beard/sideburn meshes\n- adjust facial 3xx preference to favor chin-hair channel when available