Kelsidavis-WoWee/include
Kelsi 4e137c4061 rendering: drive Run/Stand animations from actual movement state
CameraController now transitions the player character to Run (anim 4)
on movement start and back to Stand (anim 0) on stop, guarded by a
prevPlayerMoving_ flag so animation time is not reset every frame.
Death animation (anim 1) is never overridden.

Application creature sync similarly switches creature models to Run (4)
when they move between server positions and Stand (0) when they stop,
with per-guid creatureWasMoving_ tracking to avoid per-frame resets.
2026-03-10 10:06:56 -07:00
..
audio audio: stop precast sound on spell completion, failure, or interrupt 2026-03-09 21:04:24 -07:00
auth Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth 2026-02-13 16:53:28 -08:00
core rendering: drive Run/Stand animations from actual movement state 2026-03-10 10:06:56 -07:00
game rendering/game: make player model semi-transparent in ghost form 2026-03-10 09:57:24 -07:00
network Fix Windows socket WSAENOTCONN disconnect; add boss encounter frames 2026-03-09 20:05:09 -07:00
pipeline ui,game,pipeline: player nameplates always-on, level-up ring effect, vanilla tile fallback, warden null guard 2026-03-10 07:25:04 -07:00
platform Fix all remaining build warnings and eliminate UB in binary parsers 2026-02-23 19:58:38 -08:00
rendering rendering: drive Run/Stand animations from actual movement state 2026-03-10 10:06:56 -07:00
third_party Fix cross-platform FSR3 compile path and Path-A runtime wiring 2026-03-09 04:24:24 -07:00
ui game,ui: add ContactEntry struct and Friends tab in social frame 2026-03-10 05:46:03 -07:00