Kelsidavis-WoWee/src
Kelsi 23293d6453 physics: implement HOVER movement flag physics in CameraController
When the server sets MovementFlags::HOVER (SMSG_MOVE_SET_HOVER), the
player now floats 4 yards above the nearest ground surface instead of
standing on it. Uses the existing floor-snap path with a HOVER_HEIGHT
offset applied to the snap target.

- game_handler.hpp: add isHovering() accessor (reads HOVER flag from
  movementInfo.flags, which is already set by handleForceMoveFlagChange)
- camera_controller.hpp: add hoverActive_ field and setHoverActive()
- camera_controller.cpp: apply HOVER_HEIGHT = 4.0f offset at floor snap
- application.cpp: sync hover state each frame alongside other movement
  states (gravity, feather fall, water walk, flying)
2026-03-10 13:39:23 -07:00
..
audio audio: stop precast sound on spell completion, failure, or interrupt 2026-03-09 21:04:24 -07:00
auth Reduce release log spam and harden release logging defaults 2026-02-25 09:46:27 -08:00
core physics: implement HOVER movement flag physics in CameraController 2026-03-10 13:39:23 -07:00
game physics: implement Water Walk movement state tracking and surface clamping 2026-03-10 13:18:04 -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
rendering physics: implement HOVER movement flag physics in CameraController 2026-03-10 13:39:23 -07:00
ui gameplay: fix talent reset and ignore list population on login 2026-03-10 12:53:05 -07:00
main.cpp Fix Windows ERROR macro collision in logger 2026-02-25 11:14:53 -08:00