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Improve player and foliage shadow quality and stability
- ensure player transform sync is not gated by third-person so player shadow stays consistent - hold shadow projection center during movement and snap once on stop to remove delayed catch-up - smooth foliage caster transitions using blended phase-shifted UV samples - tune foliage motion frequencies/amplitudes for less popping - increase shadow map resolution to 2048 and retune terrain PCF texel scale - increase global shadow strength from 0.62 to 0.68 for stronger, clearer shadows
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7 changed files with 7 additions and 7 deletions
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@ -1987,7 +1987,7 @@ void Renderer::update(float deltaTime) {
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// Sync character model position/rotation and animation with follow target
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auto charAnim1 = std::chrono::high_resolution_clock::now();
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if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) {
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if (characterInstanceId > 0 && characterRenderer && cameraController) {
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if (meleeSwingCooldown > 0.0f) {
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meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime);
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}
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