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Parallel animation updates, thread-safe collision, M2 pop-in fix, shadow stabilization
- Overlap M2 and character animation updates via std::async (~2-5ms saved) - Thread-local collision scratch buffers for concurrent floor queries - Parallel terrain/WMO/M2 floor queries in camera controller - Seed new M2 instance bones from existing siblings to eliminate pop-in flash - Fix shadow flicker: snap center along stable light axes instead of in view space - Increase shadow distance default to 300 units (slider max 500)
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9 changed files with 160 additions and 87 deletions
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@ -475,9 +475,7 @@ private:
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static constexpr float SPATIAL_CELL_SIZE = 64.0f;
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std::unordered_map<GridCell, std::vector<uint32_t>, GridCellHash> spatialGrid;
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std::unordered_map<uint32_t, size_t> instanceIndexById;
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mutable std::vector<size_t> candidateScratch;
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mutable std::unordered_set<uint32_t> candidateIdScratch;
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mutable std::vector<uint32_t> collisionTriScratch_;
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// Collision scratch buffers are thread_local (see m2_renderer.cpp) for thread-safety.
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// Collision query profiling (per frame).
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mutable double queryTimeMs = 0.0;
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