Commit graph

270 commits

Author SHA1 Message Date
Kelsi
ed2a8a4e0a Fix tunnel camera, dismount buff clear, and ground sampling
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.
2026-02-08 00:18:47 -08:00
Kelsi
2b771ec92e Improve stair climbing and disable R hotkey
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.
2026-02-08 00:12:15 -08:00
Kelsi
a01cec68a4 Fix AURA_UPDATE_ALL parsing of per-effect amounts
Only read effect amount int32 for active effect indices (flags 0x01,
0x02, 0x04) instead of always reading 3. The over-read desynchronized
the packet position, corrupting subsequent aura slots in ALL updates.
2026-02-08 00:06:25 -08:00
Kelsi
aa462fdb1f Fix buff bar updates, stair collision, and right-click aura cancel
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.
2026-02-08 00:00:12 -08:00
Kelsi
b3b1cc80c6 Fix tunnel/cave floor snapping to prevent floating through terrain
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.
2026-02-07 23:50:44 -08:00
Kelsi
7a2bb28dc0 Add arena/BG opcodes, fix mount speed, buff bar icons, and autorun cancel
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.
2026-02-07 23:47:43 -08:00
Kelsi
22b9ee9726 Reduce collision trapping and improve /unstuck
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.
2026-02-07 23:34:28 -08:00
Kelsi
394e1a3f31 Improve chat with local echo, slash shortcuts, colored input, and clickable URLs
Sent messages now appear immediately in chat log. Channel shortcuts (/s, /g, /p, /w, etc.) switch the chat type dropdown and color the input text to match. URLs in chat are clickable and open in the system browser.
2026-02-07 23:32:27 -08:00
Kelsi
6d719f2c52 Fix spirit healer resurrection with correct opcodes
Corrected death/resurrection opcode values (SMSG_SPIRIT_HEALER_CONFIRM=0x222, CMSG_SPIRIT_HEALER_ACTIVATE=0x21C, SMSG_RESURRECT_REQUEST=0x15B, CMSG_RESURRECT_RESPONSE=0x15C) and added resurrect dialog UI.
2026-02-07 23:12:24 -08:00
Kelsi
7cd7ac43a9 Refine resurrection flow 2026-02-07 21:47:14 -08:00
Kelsi
ff6155e2f3 Fix chat focus and spirit healer confirm 2026-02-07 21:12:54 -08:00
Kelsi
c9e7caa938 Improve spirit healer dialog and target UI 2026-02-07 21:00:05 -08:00
Kelsi
38c9fdad6b Improve targeting, minimap, and bridge collisions 2026-02-07 20:51:53 -08:00
Kelsi
a7c0b4320b Reduce terrain texture seams 2026-02-07 20:28:50 -08:00
Kelsi
9f19d9fa1a Fix movement, mounts, and terrain seams 2026-02-07 20:24:25 -08:00
Kelsi
c5a4d04bf5 Add taxi path BFS for activation 2026-02-07 20:05:14 -08:00
Kelsi
5eebd805ba Fix mounted first-person camera pivot 2026-02-07 20:05:07 -08:00
Kelsi
0ebf4d1e5e Load emotes from DBC 2026-02-07 20:02:14 -08:00
Kelsi
361277cf5b Make mushrooms non-blocking foliage 2026-02-07 19:45:09 -08:00
Kelsi
e5c48dc9b7 Add gameobject interaction and taxi activation 2026-02-07 19:44:03 -08:00
Kelsi
a71902a571 Add tiled particle atlas support 2026-02-07 19:20:37 -08:00
Kelsi
866877cad0 Refine chat input focus behavior 2026-02-07 19:08:16 -08:00
Kelsi
8bdf0a2e79 Fix taxi node names and add flight path cost display
TaxiNodes.dbc name was read from field 6 (Korean locale, empty) instead
of field 5 (enUS). Add BFS-based cost computation from TaxiPath.dbc
edges and display gold/silver/copper next to each destination.
2026-02-07 19:04:15 -08:00
Kelsi
0d94bca896 Fix terrain streaming crash: pendingTiles data race and missing null checks
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.
2026-02-07 18:57:34 -08:00
Kelsi
c156f3d390 Prevent jump spamming, disable face-target while mounted, remove auto-attack on right-click target 2026-02-07 18:57:27 -08:00
Kelsi
2fb01abcaa Halve mount rider bob frequency to one bounce per stride 2026-02-07 18:40:54 -08:00
Kelsi
35fff9307d Add mount rider bob and hoofbeat sounds, improve world map
- 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
2026-02-07 18:38:36 -08:00
Kelsi
0874f4f239 Fix mount stability, speed parsing, combat dismount, and self-targeting
- 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
2026-02-07 18:33:14 -08:00
Kelsi
643611ee79 Add mount system and crash mouse-release handler
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.
2026-02-07 17:59:40 -08:00
Kelsi
4a932dd8cd Fix corner and ramp collision clipping
- 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
2026-02-07 17:13:09 -08:00
Kelsi
87aaa30eed Fix carpet sliding and brighten WMO interiors 10%
- 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
2026-02-07 17:09:57 -08:00
Kelsi
2d2b9cc1fc Fix M2 interior lighting and carpet sliding
- 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
2026-02-07 17:05:30 -08:00
Kelsi
84c3d1bf32 Fix /unstuck to use full floor search via camera reset
The previous approach used getFloorHeight which has tight spatial query
bounds and couldn't find WMO floors far above the player. Now uses
reset() which does multi-radius WMO/terrain scanning.
2026-02-07 17:01:41 -08:00
Kelsi
3c2a728ec4 Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck
- 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
2026-02-07 16:59:20 -08:00
Kelsi
c5a1fe927b Cancel auto-run on left mouse double-click 2026-02-07 16:08:06 -08:00
Kelsi
d9fe774d5f Fix auto-run not triggering run/swim animation
isMoving() re-read raw key states and didn't account for autoRunning flag,
so the animation state machine never saw movement during auto-run.
2026-02-07 16:07:21 -08:00
Kelsi
eb6e42eb59 Add tilde key toggle for auto-run
Pressing ~ toggles auto-run (continuous forward movement). Pressing W or S
cancels it. Also cancelled on respawn/teleport.
2026-02-07 16:05:13 -08:00
Kelsi
3bb0096009 Tighten wall collision thresholds to catch curbs and tunnel walls
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.
2026-02-07 16:03:26 -08:00
Kelsi
7c9661472f Fix ramp clipping by tightening sweep steps, disable shadows by default
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.
2026-02-07 16:00:57 -08:00
Kelsi
fd64ca7445 Fix underground spawns in Stormwind, redesign delete character button
Spawn fix: floor probe used terrain height (underground) instead of server
position when searching for spawn floor. Now probes from max(terrain, serverZ)
so WMO city surfaces above terrain are found correctly. Also invalidates
floor cache on respawn.

Delete button: moved from details panel to bottom row (small, red, far right).
Two-stage confirmation with modal popups: first asks "are you sure", second
warns "THIS CANNOT BE UNDONE" with red DELETE PERMANENTLY button.
2026-02-07 15:58:18 -08:00
Kelsi
6516fd777d Optimize collision further: skip when stationary, cache floor height, fix drop bug
- Skip wall collision sweep entirely when player isn't moving (saves all
  collision calls when standing still)
- Reduce max sweep steps from 4 to 2 with 1.0f step size (all paths:
  follow, free-fly, swimming)
- Cache floor height between frames, reuse when position changes <0.5 units
- Fix floor height not updating after walking off tall objects (fountain etc)
  by always smoothing toward detected ground instead of ignoring drops >2 units
- Reduce free-fly ground probes from 5 to 1
- Disable WMO camera collision (raycast + floor probes) for performance
- Add spatial grid to raycastBoundingBoxes for when camera collision is re-enabled
2026-02-07 15:54:33 -08:00
Kelsi
974384c725 Add per-group spatial grid for WMO collision and reduce collision call frequency
Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
2026-02-07 15:47:43 -08:00
Kelsi
751e6fdbde Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
Kelsi
ca88860929 Skip bone computation for off-screen M2 instances, sort by model for batched VAO binds, and eliminate sqrt in distance fade 2026-02-07 14:37:14 -08:00
Kelsi
249c4fa842 Parallelize M2 bone matrix computation across worker threads
Split the M2 animation update loop into three phases: sequential animation state update, parallel bone matrix computation via std::async (when 32+ animated instances), and sequential particle update. Each thread processes a disjoint slice of instances so no synchronization is needed.
2026-02-07 14:28:14 -08:00
Kelsi
5bfe4b61aa Track player skills from update fields and display in character screen
Extract skill data from PLAYER_SKILL_INFO_1_1 update fields (636-1019), detect
skill increases with chat messages, and replace placeholder Skills tab with live
data grouped by category with progress bars.
2026-02-07 14:21:50 -08:00
Kelsi
cc6fa12157 Query item info for loot drops so names display instead of IDs 2026-02-07 14:00:56 -08:00
Kelsi
7afae3e768 Add human-readable inventory error messages from InventoryResult enum 2026-02-07 13:59:39 -08:00
Kelsi
05870c1f03 Only face target when in combat, not when selecting friendly NPCs 2026-02-07 13:56:58 -08:00
Kelsi
e234ac8d7a Prevent target deselection during camera rotation
Left-click targeting now fires on mouse-up with a drag threshold so
camera rotation drags no longer clear the current target.
2026-02-07 13:53:03 -08:00