Kelsidavis-WoWee/src/core
Kelsi 18c06d98ac fix: stop creature run animation when movement interpolation completes
Creatures were stuck in Run/Walk animation during the dead-reckoning
overrun window (up to 2x movement duration). The animation check used
isEntityMoving() which stays true through dead reckoning, causing
creatures to "run in place" after reaching their destination.

Add isActivelyMoving() which is true only during the active
interpolation phase (moveElapsed < moveDuration), and use it for
animation state transitions. Dead reckoning still works for position
extrapolation — only the animation now correctly stops at arrival.
2026-03-18 08:22:50 -07:00
..
application.cpp fix: stop creature run animation when movement interpolation completes 2026-03-18 08:22:50 -07:00
input.cpp Initial commit: wowee native WoW 3.3.5a client 2026-02-02 13:03:22 -08:00
logger.cpp Replace heap allocation with view 2026-03-06 18:41:41 +02:00
memory_monitor.cpp fix: animation stutter, resolution crash, memory cap, spell tooltip hints, GO collision 2026-03-10 22:26:50 -07:00
window.cpp Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance 2026-03-07 22:03:28 -08:00