fallenoak
fallenoak
### NOTICE: PR and Description Work in Progress This PR covers a wide range of rendering improvements for M2s, ADTs, and WMOs. Read on for the key highlights. ## Faster...
WMOs can be a real drag on performance, mostly because of draw calls and object projections stemming from their (at times hefty) doodad sets. We should implement portal culling using...
Certain modules we rely on, such as React, have checks for `NODE_ENV` to change behavior between development and production environments. In practice, when React is in development mode, it tends...
Turns out `MODR` indices should be taken against `MODD`, and **not** against `MODD`-intersected-by-`MODS`. We should adjust doodad loading in `WMOHandler` to subtract `MODS.start` from `doodadIndex` prior to pulling the entry...
We should update Travis to use a more robust build process for Wowser: 1. `npm run lint` 2. `npm test --coverage` 3. `npm run web-release` Ideally, this will keep Wowser...
In each `WMOGroup`, when we load the group, we're manipulating some properties on the defs coming over from `MOMT`-- things like assigning indoor/outdoor flags, etc. To avoid unexpected overrides of...
A friend was just commenting the other day about how Wowser looks great, but is lacking in the gameplay department. 😛 Let's fix that with some rudimentary collision detection for...
After watching a few videos of people playing WotLK-era World of Warcraft, I'm almost certain that the client implements distance culling of some sort. In particular, it seems like small-ish...
Even when a scene has fully loaded and the camera is stationary, uniform uploads seem to be burning a rather large amount of CPU time. What's happening?
Many WMOs, particularly WMOs found in Northrend (but also many old world WMOs), have vertex coloring and lighting issues that leave much to be desired. #### Progress - [ ]...