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Add ambient insect particles near water vegetation, fix firefly particles, and improve water foam
- Spawn dark point-sprite insects buzzing around cattails/reeds/kelp/seaweed - Fix firefly M2 particles: exempt from alpha dampening and forced gravity - Make water shoreline/crest foam more irregular with UV warping and bluer tint
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9 changed files with 332 additions and 20 deletions
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@ -76,6 +76,8 @@ struct M2ModelGPU {
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bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
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bool isInvisibleTrap = false; // Invisible trap objects (don't render, no collision)
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bool isGroundDetail = false; // Ground clutter/detail doodads (special fallback render path)
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bool isWaterVegetation = false; // Cattails, reeds, kelp etc. near water (insect spawning)
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bool isFireflyEffect = false; // Firefly/fireflies M2 (exempt from particle dampeners)
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// Collision mesh with spatial grid (from M2 bounding geometry)
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struct CollisionMesh {
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@ -307,6 +309,8 @@ public:
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void setInsideInterior(bool inside) { insideInterior = inside; }
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void setOnTaxi(bool onTaxi) { onTaxi_ = onTaxi; }
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std::vector<glm::vec3> getWaterVegetationPositions(const glm::vec3& camPos, float maxDist) const;
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private:
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bool initialized_ = false;
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bool insideInterior = false;
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