fix: animation stutter, resolution crash, memory cap, spell tooltip hints, GO collision

- Animation stutter: skip playAnimation(Run) for the local player in the
  server movement callback — the player renderer state machine already manages
  it; resetting animTime on every movement packet caused visible stutter
- Resolution crash: reorder swapchain recreation so old swapchain is only
  destroyed after confirming the new build succeeded; add null-swapchain
  guard in beginFrame to survive the retry window
- Memory cap: reduce cache budget from 80% uncapped to 50% hard-capped at
  16 GB to prevent excessive RAM use on high-memory systems
- Spell tooltip: suppress "Drag to action bar / Double-click to cast" hints
  when the tooltip is shown from the action bar (showUsageHints=false)
- M2 collision: add watermelon/melon/squash/gourd to foliage (no-collision);
  exclude chair/bench/stool/seat/throne from smallSolidProp so invisible chair
  bounding boxes no longer trap the player
This commit is contained in:
Kelsi 2026-03-10 22:26:50 -07:00
parent 8f2974b17c
commit 19eb7a1fb7
7 changed files with 60 additions and 30 deletions

View file

@ -1051,14 +1051,21 @@ bool VkContext::recreateSwapchain(int width, int height) {
auto swapRet = builder.build();
if (oldSwapchain) {
vkDestroySwapchainKHR(device, oldSwapchain, nullptr);
if (!swapRet) {
// Destroy old swapchain now that we failed (it can't be used either)
if (oldSwapchain) {
vkDestroySwapchainKHR(device, oldSwapchain, nullptr);
swapchain = VK_NULL_HANDLE;
}
LOG_ERROR("Failed to recreate swapchain: ", swapRet.error().message());
// Keep swapchainDirty=true so the next frame retries
swapchainDirty = true;
return false;
}
if (!swapRet) {
LOG_ERROR("Failed to recreate swapchain: ", swapRet.error().message());
swapchain = VK_NULL_HANDLE;
return false;
// Success — safe to retire the old swapchain
if (oldSwapchain) {
vkDestroySwapchainKHR(device, oldSwapchain, nullptr);
}
auto vkbSwap = swapRet.value();
@ -1322,6 +1329,7 @@ bool VkContext::recreateSwapchain(int width, int height) {
VkCommandBuffer VkContext::beginFrame(uint32_t& imageIndex) {
if (deviceLost_) return VK_NULL_HANDLE;
if (swapchain == VK_NULL_HANDLE) return VK_NULL_HANDLE; // Swapchain lost; recreate pending
auto& frame = frames[currentFrame];