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- Parse global sequence durations from M2 binary and use them in bone interpolation so torches, candles, and other env doodads animate. - Add UV scroll shader effect for smoke models (HouseSmoke, SmokeStack) as a workaround for unimplemented M2 particle emitters. - Tighten WMO floor probe heights to prevent multi-story buildings from returning the wrong floor, fixing player clipping through inn floors and camera locking onto the second floor. - Use player ground level as reference for camera orbit floor collision so the camera doesn't fight upper floors in buildings. |
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| .. | ||
| adt_loader.hpp | ||
| asset_manager.hpp | ||
| blp_loader.hpp | ||
| dbc_loader.hpp | ||
| m2_loader.hpp | ||
| mpq_manager.hpp | ||
| terrain_mesh.hpp | ||
| wmo_loader.hpp | ||