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Fix water descriptor pool leak and add water rendering diagnostics
- Add VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT to water material descriptor pool so individual sets can be freed when tiles are unloaded - Free descriptor sets in destroyWaterMesh() instead of leaking them - Add terrain manager unloadAll() during logout to properly clear stale tiles, water surfaces, and queues between sessions - Add diagnostic logging for water surface loading, material allocation failures, and render skip reasons to investigate missing water
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4 changed files with 38 additions and 5 deletions
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@ -661,7 +661,10 @@ void Application::logoutToLogin() {
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if (auto* m2 = renderer->getM2Renderer()) {
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m2->clear();
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}
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// TerrainManager will be re-initialized on next world entry
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// Unload all terrain tiles + water surfaces so next world entry starts fresh
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if (auto* terrain = renderer->getTerrainManager()) {
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terrain->unloadAll();
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}
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if (auto* questMarkers = renderer->getQuestMarkerRenderer()) {
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questMarkers->clear();
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}
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