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Fix GPU resource leaks and re-entrant world loading for instance transitions
Reset descriptor pools in CharacterRenderer/M2Renderer/WMORenderer on map change to prevent VK_ERROR_DEVICE_LOST from pool exhaustion. Defer re-entrant SMSG_NEW_WORLD during active world load to avoid recursive cleanup crashes. Gate swim bubbles on swimming state, skip redundant shadow pipeline re-init, add WOWEE_SKIP_* env vars for render isolation debugging.
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9 changed files with 255 additions and 47 deletions
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@ -557,7 +557,9 @@ void SwimEffects::update(const Camera& camera, const CameraController& cc,
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}
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// --- Bubble spawning ---
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bool underwater = camWaterH && camPos.z < *camWaterH;
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// Require swimming state to prevent spurious bubbles on login/teleport
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// when camera may briefly appear below a water surface before grounding.
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bool underwater = swimming && camWaterH && camPos.z < *camWaterH;
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if (underwater) {
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float bubbleRate = 20.0f;
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bubbleSpawnAccum += bubbleRate * deltaTime;
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