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Major improvements: - Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain) - Add 3-second mounting delay with terrain precaching for entire route - Implement LOD system for M2 models with distance-based quality reduction - Add circular terrain loading pattern (13 tiles vs 25, 48% reduction) - Increase terrain cache from 2GB to 8GB for modern systems Performance optimizations during taxi: - Cull small M2 models (boundRadius < 3.0) - not visible from altitude - Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles - Disable specular lighting on M2 models - saves Blinn-Phong calculations - Disable shadow mapping on M2 models - saves shadow map sampling and PCF Technical details: - Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain - Build full path from node pairs using TaxiPathEdge lookup - Precache callback triggers during mounting delay for smooth takeoff - Circular tile loading uses Euclidean distance check (dx²+dy² <= r²) - LOD fallback to base mesh when higher LODs unavailable Result: Buttery smooth taxi flights with no terrain clipping or performance hitches |
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| .. | ||
| character.hpp | ||
| entity.hpp | ||
| game_handler.hpp | ||
| group_defines.hpp | ||
| inventory.hpp | ||
| npc_manager.hpp | ||
| opcodes.hpp | ||
| player.hpp | ||
| spell_defines.hpp | ||
| world.hpp | ||
| world_packets.hpp | ||
| zone_manager.hpp | ||