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Keep the targeting ring anchored near target feet by filtering floor probes to a local Z window, preventing unrelated upper/lower WMO surfaces from hijacking ring height. Also keeps the ring render pass after WMO geometry and before character/M2 passes so it remains visible through terrain/WMO while still rendering behind units. |
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| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||