39 Commits

Author SHA1 Message Date
Kelsi
04259999f6 Add combat sounds, melee ability animations, and player vocalizations
Wire CombatSoundManager into SMSG_ATTACKERSTATEUPDATE for weapon swing,
impact, and miss sounds. Add attack grunt and wound vocalizations to
ActivitySoundManager using correct WoW MPQ PC-suffix paths. Trigger
attack animation on SMSG_SPELL_GO for warrior melee abilities. Add
client-side melee range and facing checks to prevent server rejections.
Snap charge arrival to target's current position for reliable melee range.
2026-02-19 21:31:37 -08:00
Kelsi
2ae98fcc00 Implement MPQ-path sound loading in AudioEngine
Add AssetManager hookup to AudioEngine so the path-based playSound2D/3D
overloads can load files on demand rather than requiring preloading.

- Add setAssetManager() to AudioEngine (called during world load alongside
  other audio manager initializations)
- playSound2D(mpqPath) now calls assetManager->readFile() then delegates
  to the vector<uint8_t> overload (removes the "not yet implemented" warning)
- playSound3D(mpqPath, position) same — delegates to the fully spatialized
  vector overload (was previously silently falling back to 2D)
2026-02-17 18:52:19 -08:00
Kelsi
6dff088361 Add original music to login rotation and zone playlists
11 original tracks in assets/Original Music/ now play on the login
screen and in thematically matched zones across Eastern Kingdoms and
Kalimdor. Added crossfadeToFile to MusicManager for local file
playback during zone transitions. New zones: Tirisfal, Undercity,
Barrens, STV, Duskwood, Burning Steppes, Searing Gorge, Ironforge,
Loch Modan, Orgrimmar, Durotar, Mulgore, Thunder Bluff, Darkshore,
Teldrassil, Darnassus.
2026-02-15 05:53:27 -08:00
Kelsi
120c002fa6 Fix UI window hotkey toggles and silent mount sound fallback 2026-02-14 21:56:38 -08:00
Kelsi
beb99bff3f Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
Kelsi
8bf63b1f06 Fix taxi state sync and transport authority; reduce runtime log overhead; restore first-person self-hide 2026-02-11 22:27:02 -08:00
Kelsi
b0af2c928d Fix NPC visibility and stabilize world transport/taxi updates 2026-02-11 18:25:04 -08:00
Kelsi
895045dd00 Add dedicated snort and whinny idle sounds with longer intervals
Created specific idle sound pool using only horse snorts and whinnies.
Re-enabled idle sounds with much longer interval (20-40 seconds).

Changes:
- Added horseIdleSounds_ pool: mHorseStand3A (snort) + mHorseAggroA (whinny)
- Updated playIdleSound() to use dedicated pool instead of mixed breath sounds
- Increased idle sound interval from 8-15s to 20-40s (less frequent)
- Removed flying mount idle sounds (too aggressive)
- Increased volume slightly (0.35x) for better audibility
2026-02-10 20:20:26 -08:00
Kelsi
60be823c94 Add mount idle fidget animations and ambient sounds
Implements WoW-style mount idle behavior when player is stationary:
- Fidget animations: discovered via property search (non-looping, 500-1500ms, stationary, IDs 1-10)
- Triggers random fidget every 6-12 seconds when standing still
- Ambient idle sounds: snorts/breaths for ground mounts, soft wing sounds for flyers
- Triggers random idle sound every 8-15 seconds when stationary
- Both systems reset timers on movement to avoid triggering while riding
2026-02-10 19:53:23 -08:00
Kelsi
c782df0348 Fix mount sounds with real MPQ paths and family detection
Mount Sound System:
- Use actual creature sounds from MPQ (Horse, Ram, Wolf, Tiger, Dragons)
- Separate sound pools: jump (attack), landing (wound), rear-up (aggro)
- Mount family detection: HORSE, RAM, WOLF, TIGER, RAPTOR, DRAGON
- Family logged on mount for future per-family sound selection

Sound Mappings:
- Flying mounts: Dragon wing flaps + DragonHawk screeches
- Ground mounts: Horse attack (jump), wound (land), aggro (rear-up)
- Ready for family-specific sound selection (TODO)

Mount Lean:
- Procedural lean into turns for ground mounts
- Physics-based: turn rate × 0.15, max ±14°, 6x/sec blend
- Returns to upright when not turning or when flying
- Rider follows mount roll automatically via bone attachment
2026-02-10 19:49:07 -08:00
Kelsi
d0d42193c8 Add property-based mount animation discovery and procedural lean
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
2026-02-10 19:30:45 -08:00
Kelsi
49326e35df Add goblin voice support for NPCs
- Added GOBLIN_MALE and GOBLIN_FEMALE to VoiceType enum
- Load greeting, farewell, vendor, and pissed sounds for goblin NPCs
- Prevents goblins from falling back to generic voice flag
- Uses proper goblin sound files from Goblin character folder
2026-02-09 17:14:34 -08:00
Kelsi
447f008e75 Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.

Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab

Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
Kelsi
41e680e328 Add movement sound manager for water splashes and jump/land vocalizations
Implements water splash sounds (enter water + footsteps) with size-based intensity and jump/land vocalizations for all 16 race/gender combinations.
2026-02-09 16:50:37 -08:00
Kelsi
6971f1815e Add comprehensive spell sound manager with 35+ magic sounds
Implemented complete spell casting audio system with all magic schools:

Magic schools supported:
- Fire: Precast (Low/Medium/High), Cast, Fireball impacts
- Frost: Precast (Low/Medium/High), Cast, Blizzard impacts
- Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels)
- Nature: Precast (Low/Medium/High), Cast
- Shadow: Precast (Low/Medium/High), Cast
- Arcane: Precast, Arcane Missile impacts
- Physical: Non-magical abilities

Spell phases:
- Precast: Channeling/preparation sounds (before cast)
- Cast: Spell release sounds (when spell fires)
- Impact: Spell hit sounds (when spell hits target)

Power levels:
- Low: Weak spells, low level abilities
- Medium: Standard power spells
- High: Powerful high-level spells

Sound coverage (35+ sounds):
- 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane)
- 5 cast sounds (one per school)
- 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3)

Technical details:
- Loads 35+ sound files from Sound\Spells directory
- Simple API: playPrecast(school, power), playCast(school), playImpact(school, power)
- Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc.
- Random variation selection for impacts
- Volume at 0.75 with global scale control
- Ready for integration with spell casting system

Usage examples:
```cpp
// Full spell sequence
spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH);
// ... cast time ...
spellSoundManager->playCast(MagicSchool::FIRE);
// ... projectile travel ...
spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH);

// Convenience methods
spellSoundManager->playFireball();
spellSoundManager->playHeal();
```

This adds essential magic feedback for spell casting gameplay!
2026-02-09 16:45:30 -08:00
Kelsi
f60848871c Add player character combat vocals with 60+ voice lines
Implemented player combat vocals for Blood Elf and Draenei races:

Player vocal types:
- Attack grunts: Multiple variations per race/gender
- Wound sounds: Pain reactions when hit
- Wound crits: Special sounds for critical hits taken
- Death cries: Final sounds when player dies

Race coverage (60+ voice lines):
- Blood Elf Male: 9 attacks, 8 wounds, 3 crit wounds, 2 deaths
- Blood Elf Female: 5 attacks, 7 wounds, 1 death
- Draenei Male: 7 attacks, 8 wounds, 3 crit wounds, 2 deaths
- Draenei Female: 7 attacks, 4 wounds, 3 crit wounds, 1 death

Technical details:
- Loads 60+ vocal sound files from Sound\Character\*PC folders
- Simple API: playPlayerAttackGrunt(race), playPlayerWound(race, crit), playPlayerDeath(race)
- Random variation selection for immersion
- Volume at 0.9-1.1 depending on sound type
- Crit wounds play 1.1x louder for emphasis
- Extensible design ready for other races
- Only BC races have dedicated PC vocal folders in WotLK 3.3.5a

Usage examples:
```cpp
combatSoundManager->playPlayerAttackGrunt(PlayerRace::BLOOD_ELF_MALE);
combatSoundManager->playPlayerWound(PlayerRace::DRAENEI_FEMALE, true);  // Crit
combatSoundManager->playPlayerDeath(PlayerRace::BLOOD_ELF_FEMALE);
```

This adds essential combat immersion with player character reactions!
2026-02-09 16:42:15 -08:00
Kelsi
d35b8eb633 Add comprehensive combat sound manager with weapon swings and impacts
Implemented complete combat audio system with 40+ combat sounds:

Weapon swing sounds (whooshes):
- Small weapons (1H): 3 variations + crit
- Medium weapons (2H): 3 variations + crit
- Large weapons (heavy 2H): 3 variations + crit
- Miss whooshes: separate 1H/2H sounds

Impact sounds by armor type:
- Flesh (unarmored/cloth): 3 variations + crit
- Chain armor: 3 variations + crit
- Plate armor: 3 variations + crit
- Shield blocks: 3 variations + crit
- Metal weapon parries: 1 sound
- Wood impacts: 3 variations
- Stone impacts: 3 variations

Emote sounds:
- Clap: 7 variations

Technical details:
- Loads 40+ sound files from Sound\Item\Weapons and Sound\Character
- Simple API: playWeaponSwing(size, isCrit), playImpact(size, type, isCrit)
- Random variation selection for non-crit sounds
- Volume at 0.8 with global scale control
- Crit sounds play 1.2x louder for emphasis
- Uses 1H axe impact sounds as base (similar across weapon types)
- Ready for integration with combat system

Usage examples:
```cpp
combatSoundManager->playWeaponSwing(WeaponSize::SMALL, false);
combatSoundManager->playImpact(WeaponSize::MEDIUM, ImpactType::PLATE, true);
combatSoundManager->playWeaponMiss(true);  // 2H miss
combatSoundManager->playClap();
```

This adds essential combat audio feedback for melee combat!
2026-02-09 16:38:50 -08:00
Kelsi
d8b86294d2 Make city bell tolls mark real server time like actual clock towers
Changed bell tolls from random intervals to proper timekeeping mechanism:

How it works:
- Bells now toll at the top of every hour (minute == 0)
- Number of tolls indicates the hour in 12-hour format:
  * 1 AM/PM = 1 toll
  * 2 AM/PM = 2 tolls
  * 12 AM/PM = 12 tolls
- 1.5 second delay between individual tolls
- Uses system time (server time for single-player mode)

Technical details:
- Detects hour changes via std::chrono and localtime()
- Tracks lastHourTolled_ to prevent duplicate tolling
- remainingTolls_ counter for sequential toll playback
- bellTollDelay_ for 1.5s spacing between tolls
- Only tolls when currentCity_ is set (in a city)
- Resets bell state when changing cities
- Converts 24-hour to 12-hour format (0 and 12 both become 12)

Example: At 3:00 PM in Stormwind, the Alliance bell will toll 3 times
with 1.5s between each toll, marking the hour like a real clock tower.

This makes bells actually useful for tracking real time while playing!
2026-02-09 16:33:53 -08:00
Kelsi
84863edda8 Add comprehensive UI sound manager for interface interactions
Implemented complete UI sound system with 32+ interface sounds:

Window sounds (10 types):
- Bag open/close (backpack, containers)
- Quest log open/close
- Character sheet open/close
- Auction house open/close
- Guild bank open/close

Button sounds (2 types):
- Interface button clicks
- Main menu button clicks

Quest sounds (4 types):
- Quest activate (new quest accepted)
- Quest complete (quest turned in)
- Quest failed
- Quest update (progress notification)

Loot sounds (3 types):
- Coin pickup (small/large amounts)
- Item loot from creatures

Item sounds (6 types):
- Drop item on ground
- Pickup sounds by item type: bags, books, cloth, food, gems

Eating/Drinking (2 types):
- Eating food sound
- Drinking potion/water sound

Special sounds:
- Level up fanfare
- Error/invalid action feedback
- Target select/deselect

Technical details:
- Loads 32 sound files from Sound\Interface directory
- Volume at 0.7 with global scale control
- Simple API: playBagOpen(), playQuestComplete(), etc.
- Ready for integration with UI systems and game events
- Can be hooked to ImGui windows, inventory actions, quest system
2026-02-09 16:30:47 -08:00
Kelsi
9a19355c58 Add fountain positional ambient sounds
Implemented fountain sounds as positional audio emitters:

Technical details:
- Added fountainSounds_ library (FountainSmallMediumLoop.wav)
- Fountain type already existed in AmbientType enum but was unused
- 6 second loop interval for fountain sounds
- Volume at 0.8x water volume for gentle bubbling effect
- Max distance: 35 units (same as other water sources)
- Counted in activeWaterCount limit (max 3 water sources at once)
- Spatial 3D audio based on fountain position
- Can be placed via addEmitter(position, AmbientType::FOUNTAIN)
2026-02-09 16:27:16 -08:00
Kelsi
cd2861c75b Add bell tolls for major cities marking time
Implemented periodic bell chimes that add atmosphere to major cities:

Bell types by faction:
- Alliance bell: Stormwind, Ironforge
- Night Elf bell: Darnassus
- Horde bell: Orgrimmar, Undercity
- Tribal bell: Thunder Bluff

Technical details:
- Loads 4 bell toll sound files from Sound\Doodad
- Plays every 120-180 seconds (2-3 minutes) with random variation
- First bell toll 60-90 seconds after entering city
- Volume at 0.5 for noticeable but not overpowering effect
- Only plays when currentCity_ is set (not in wilderness)
- Each city uses faction-appropriate bell sound
- Separate timer (bellTollTime_) from regular city ambience
- State logging for debugging bell events
2026-02-09 16:25:59 -08:00
Kelsi
d8e2e51f49 Add major city ambient audio with day/night variations
Implemented city-specific ambient soundscapes for all six major cities:

Alliance cities:
- Stormwind: day/night crowd and marketplace sounds
- Ironforge: underground forge ambience (no day/night)
- Darnassus: day/night elven city sounds

Horde cities:
- Orgrimmar: day/night orcish city atmosphere
- Undercity: underground undead ambience (no day/night)
- Thunder Bluff: day/night tauren plateau sounds

Technical details:
- Added CityType enum (NONE, STORMWIND, IRONFORGE, DARNASSUS, ORGRIMMAR, UNDERCITY, THUNDERBLUFF)
- Loads 12 city sound files from Sound\Ambience\WMOAmbience
- Underground cities (Ironforge, Undercity) use single sound without day/night variants
- 20s loop interval for city ambience (more frequent than zone ambience)
- Volume at 0.4 for noticeable but not overwhelming urban atmosphere
- Cities take priority over zone ambience to prevent mixing
- updateZoneAmbience() now checks for active city and skips if in city
- State change logging for debugging city transitions
2026-02-09 16:14:03 -08:00
Kelsi
979d5db602 Add comprehensive weather, water, and zone ambient audio systems
Implemented three new ambient audio systems with automatic day/night transitions:

Weather ambience:
- Rain sounds (light/medium/heavy intensity based on weather system)
- Snow sounds (light/medium/heavy intensity)
- Automatically syncs with visual weather system in renderer
- Different loop intervals based on intensity (18-30s)
- Disabled indoors

Water ambience:
- Underwater swimming sounds (18s loop)
- Ocean surface sounds
- State tracking for entering/exiting water

Zone ambience:
- Forest (normal and snow variants)
- Beach sounds
- Grasslands
- Jungle
- Marsh/swamp
- Desert (canyon and plains variants)
- All zones have separate day/night sound files
- 30s loop interval for subtle background atmosphere
- Disabled indoors

Technical details:
- Added WeatherType enum (NONE, RAIN/SNOW LIGHT/MEDIUM/HEAVY)
- Added ZoneType enum (NONE, FOREST_NORMAL, FOREST_SNOW, BEACH, GRASSLANDS, JUNGLE, MARSH, DESERT_CANYON, DESERT_PLAINS)
- Loads 26 new sound files from Sound\Ambience\Weather and Sound\Ambience\ZoneAmbience
- Weather intensity thresholds: <0.33 = light, 0.33-0.66 = medium, >0.66 = heavy
- Renderer automatically converts Weather::Type + intensity to AmbientSoundManager::WeatherType
- All ambience respects volumeScale_ and indoor state
- State change logging for debugging transitions
2026-02-09 16:12:06 -08:00
Kelsi
e7daa71063 Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.

Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)

Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support

Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat

Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging

Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
Kelsi
d071ca08e7 Increase blacksmith hammer sound pitch to 1.6x
Raises pitch from 1.4f to 1.6f for more distinct metallic clink in blacksmith ambience.
2026-02-09 15:21:07 -08:00
Kelsi
b7a18447b0 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00
Kelsi
899de397b4 Implement NPC greeting voice lines
Added NPC voice manager that plays greeting sounds when clicking on NPCs:

Features:
- Voice line library with multiple race/gender voice types (Human, Dwarf,
  Night Elf, etc.)
- 3D positional audio - voice comes from NPC location
- Cooldown system prevents spam clicking same NPC
- Randomized pitch/volume for variety
- Loads greeting sounds from character voice files in MPQ
- Generic fallback voices for NPCs without specific voice types

Voice lines trigger automatically when gossip window opens (SMSG_GOSSIP_MESSAGE).
Uses same audio system as other sound effects with ma_sound_set_position.
2026-02-09 01:29:44 -08:00
Kelsi
85803702ee Fix crash in mount dust: add null check for camera pointer
The mount dust code was calling camera->getForward() without checking if
camera was null first, causing a crash that prevented mounting/dismounting.
Added camera null check to the condition.
2026-02-09 01:26:28 -08:00
Kelsi
358522e0e4 Implement mount ambient sounds
Added full mount sound system with:
- Wing flap sounds for flying mounts (gryphon/wyvern) when moving
- Wing idle/hovering sounds when stationary in air
- Breathing/snorting sounds for ground mounts when idle
- Occasional whinny sounds for ground mounts when moving

Sounds are loaded from MPQ files and played via AudioEngine with
randomized pitch/volume variation. Mount sound manager tracks mount
type, movement state, and flying state to play appropriate ambient
sounds at natural intervals.

Updated setMounted() to accept creature display ID and notify the
mount sound manager, which uses display ID ranges to detect mount
type (flying vs ground).
2026-02-09 01:19:35 -08:00
Kelsi
0c92053808 Add MountSoundManager skeleton for mount audio
Implement framework for playing mount sounds (flapping, galloping) based on mount type and movement state. Actual sound playback to be implemented next.
2026-02-09 01:04:53 -08:00
Kelsi
730017ce61 Replace process-spawning audio with miniaudio for non-blocking playback
Eliminates severe stuttering from fork/exec + disk I/O by streaming audio directly from memory using miniaudio library.
2026-02-09 00:40:50 -08:00
Kelsi
7060c80b81 Add audio volume controls to settings 2026-02-05 17:32:21 -08:00
Kelsi
b05089aa3f Play tavern music file on login screen 2026-02-05 15:44:42 -08:00
Kelsi
3ca8944ced Emulate server loot/xp and combat feedback in single-player 2026-02-05 14:01:26 -08:00
Kelsi
6bf3fa4ed4 Add Windows cross-platform support alongside Linux
Replace POSIX-specific socket and process APIs with portable
abstractions so the project builds on both Windows and Linux.

- Add include/network/net_platform.hpp: Winsock2/POSIX socket
  abstraction (socket types, non-blocking, error handling,
  WSAStartup lifecycle)
- Add include/platform/process.hpp: CreateProcess/fork+exec
  abstraction for spawning ffplay subprocesses
- Update network module (tcp_socket, world_socket) to use
  portable socket helpers instead of raw POSIX calls
- Update audio module (music_manager, footstep_manager,
  activity_sound_manager) to use portable process helpers
  instead of fork/exec/kill/waitpid
- Replace hardcoded /tmp/ paths with std::filesystem::temp_directory_path()
- Link ws2_32 and SDL2main on Windows in CMakeLists.txt
2026-02-03 22:25:41 -08:00
Kelsi
8bc50818a9 Implement activity SFX and decouple camera orbit from movement facing 2026-02-03 19:49:56 -08:00
Kelsi
f00d13bfc0 Improve performance and tune ramp/planter collision behavior 2026-02-03 17:21:04 -08:00
Kelsi
dfb1f3cfdc Add WoW-style footsteps and improve third-person movement/collision 2026-02-03 14:55:32 -08:00
Kelsi
ce6cb8f38e Initial commit: wowee native WoW 3.3.5a client 2026-02-02 13:03:22 -08:00