Add server-side debug-draw toolkit (.debug vis: cells/LoS/path/collis…#386
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Krilliac wants to merge 6 commits into
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Add server-side debug-draw toolkit (.debug vis: cells/LoS/path/collis…#386Krilliac wants to merge 6 commits into
Krilliac wants to merge 6 commits into
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Up to standards ✅🟢 Issues
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| Metric | Results |
|---|---|
| Complexity | 120 |
| Duplication | 0 |
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…ion/height) Engine-style debug markers spawned server-side and visible to the GM: map cells, line-of-sight, pathfinding (navmesh), collision raycasts and terrain height. Markers are colour-coded temporary gameobjects that auto-despawn, with per-instance hover tooltips showing each marker's captured values (hit coords, path point/type, height delta, ...) via a reserved GOOBER entry pool + a GO-query name override. Includes an optional colour-matched glow companion, a .debug vis clear to remove them on demand, .debug visual <SpellVisualKit id> to play a spell-visual, and .debug perf for world-tick timing stats. Apply src/game/DebugVis/sql/debugvis_marker_pool.sql once to create the marker pool. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
… options One above the movement PR's 2026062000 so the value resolves cleanly to the highest when both PRs merge. ConfVersion and MANGOSD_CONFIG_VERSION both derive from MANGOS_WORLD_VER, prompting servers to refresh config after the DebugVis.* additions. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Please review and fix codacy issues
(https://github.com/mangoszero/server/runs/82537693197)
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Reviewable status: 0 of 16 files reviewed, all discussions resolved.
The WITH RECURSIVE seed requires MySQL 8.0 / MariaDB 10.2+, which breaks compatibility with the older MySQL 5.5+/MariaDB 5.5+ servers MangosZero supports. Replace it with a portable base-8 cross-join that produces the same 512 gameobject_template entries (305000..305511). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GD6LV6acKwGd426dDQGPDF
Per project policy (CLAUDE.md) and review feedback, DB schema belongs in the separate mangoszero/database repo as a matching migration PR, not in the server tree. Remove debugvis_marker_pool.sql and repoint the doc comments to the database repo. This also clears the Codacy 'Compatibility' findings that were raised against the SQL file. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GD6LV6acKwGd426dDQGPDF
# Conflicts: # cmake/MangosParams.cmake
# Conflicts: # src/game/Object/Object.cpp # src/game/WorldHandlers/World.cpp
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…ion/height)
Engine-style debug markers spawned server-side and visible to the GM: map cells, line-of-sight, pathfinding (navmesh), collision raycasts and terrain height. Markers are colour-coded temporary gameobjects that auto-despawn, with per-instance hover tooltips showing each marker's captured values (hit coords, path point/type, height delta, ...) via a reserved GOOBER entry pool + a GO-query name override. Includes an optional colour-matched glow companion, a .debug vis clear to remove them on demand, .debug visual to play a spell-visual, and .debug perf for world-tick timing stats.
Apply src/game/DebugVis/sql/debugvis_marker_pool.sql once to create the marker pool.
This change is