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UpdateBlock now stores moveFlags from the LIVING movement block so the cold-join problem is fixed: entities already swimming or walking when the client joins get their animation state correctly initialised from the SMSG_UPDATE_OBJECT CREATE_OBJECT packet rather than waiting for the next MSG_MOVE_* heartbeat. Additionally, SMSG_SPLINE_MOVE_START_SWIM, SMSG_SPLINE_MOVE_STOP_SWIM, SMSG_SPLINE_MOVE_SET_WALK_MODE, SMSG_SPLINE_MOVE_SET_RUN_MODE, and SMSG_SPLINE_MOVE_SET_FLYING now fire unitMoveFlagsCallback_ with synthesised flags so explicit server-driven mode transitions update animation state immediately without waiting for a heartbeat. |
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| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| platform | ||
| rendering | ||
| third_party | ||
| ui | ||