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- Fix FBlock color keys from 3-byte BGR to 4-byte RGBA (CImVector) to prevent garbled purple/red colors from byte misalignment - Add circular soft-edge falloff in particle fragment shader (GL_POINTS rendered as squares by default) - Apply default gravity (4.0 spray, 1.5 mist) when M2 gravity is 0 since bone animation from .anim files isn't loaded yet - Add drift velocity to speed=0 emitters so particles spread as mist instead of clustering at static bone positions - Run particle updates for all nearby instances, not just those in boneWorkIndices_, to prevent particles freezing when bone culled - Wrap animation time for particle models to keep emission tracks looping - Cap particle scale to 1.5 and reduce point size multiplier (800→400) - Desaturate FBlock colors 70% toward white for natural water appearance - Reduce additive blend alpha to 5% and volume particles to 2% |
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| .. | ||
| adt_loader.cpp | ||
| asset_manager.cpp | ||
| asset_manifest.cpp | ||
| blp_loader.cpp | ||
| dbc_layout.cpp | ||
| dbc_loader.cpp | ||
| loose_file_reader.cpp | ||
| m2_loader.cpp | ||
| mpq_manager.cpp | ||
| terrain_mesh.cpp | ||
| wmo_loader.cpp | ||