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- keep character-selection state until world entry load/finalize completes - move expensive post-load setup (test transport + creature callback prep) before loading screen shutdown - add bounded world warmup pass under loading screen to drain initial network/spawn backlog - start intro camera pan after warmup so rotation begins when gameplay becomes visible - guard test transport setup so it runs once per session - add per-update world socket parse budget to prevent single-frame packet-drain stalls This reduces visible 3-4s stutter after login by shifting startup work behind the loading screen and time-slicing packet processing. |
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| .. | ||
| application.hpp | ||
| coordinates.hpp | ||
| input.hpp | ||
| logger.hpp | ||
| memory_monitor.hpp | ||
| spawn_presets.hpp | ||
| window.hpp | ||