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)
This commit is contained in:
Kelsi 2026-03-07 22:29:06 -08:00
parent a4966e486f
commit 4cb03c38fe
9 changed files with 160 additions and 87 deletions

View file

@ -6270,7 +6270,7 @@ void GameScreen::renderSettingsWindow() {
if (pendingShadows) {
ImGui::SameLine();
ImGui::SetNextItemWidth(150.0f);
if (ImGui::SliderFloat("Distance##shadow", &pendingShadowDistance, 40.0f, 200.0f, "%.0f")) {
if (ImGui::SliderFloat("Distance##shadow", &pendingShadowDistance, 40.0f, 500.0f, "%.0f")) {
if (renderer) renderer->setShadowDistance(pendingShadowDistance);
saveSettings();
}
@ -6387,7 +6387,7 @@ void GameScreen::renderSettingsWindow() {
pendingFullscreen = kDefaultFullscreen;
pendingVsync = kDefaultVsync;
pendingShadows = kDefaultShadows;
pendingShadowDistance = 72.0f;
pendingShadowDistance = 300.0f;
pendingGroundClutterDensity = kDefaultGroundClutterDensity;
pendingAntiAliasing = 0;
pendingNormalMapping = true;
@ -7505,7 +7505,7 @@ void GameScreen::loadSettings() {
else if (key == "auto_loot") pendingAutoLoot = (std::stoi(val) != 0);
else if (key == "ground_clutter_density") pendingGroundClutterDensity = std::clamp(std::stoi(val), 0, 150);
else if (key == "shadows") pendingShadows = (std::stoi(val) != 0);
else if (key == "shadow_distance") pendingShadowDistance = std::clamp(std::stof(val), 40.0f, 200.0f);
else if (key == "shadow_distance") pendingShadowDistance = std::clamp(std::stof(val), 40.0f, 500.0f);
else if (key == "water_refraction") pendingWaterRefraction = (std::stoi(val) != 0);
else if (key == "antialiasing") pendingAntiAliasing = std::clamp(std::stoi(val), 0, 3);
else if (key == "normal_mapping") pendingNormalMapping = (std::stoi(val) != 0);