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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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@ -87,7 +87,7 @@ private:
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bool pendingVsync = false;
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int pendingResIndex = 0;
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bool pendingShadows = true;
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float pendingShadowDistance = 72.0f;
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float pendingShadowDistance = 300.0f;
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bool pendingWaterRefraction = false;
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int pendingMasterVolume = 100;
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int pendingMusicVolume = 30;
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