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docs: add why-comments to rendering, packets, and UI code
- charge_effect: explain inversesqrt guard (prevents NaN on stationary character) and dust accumulator rate (30 particles/sec * 16ms) - swim_effects: explain why insect pipeline disables depth test (screen-space sprites must render above water geometry) - packet_parsers_classic: explain spline waypoint cap (DoS prevention) and packed GUID compression format (non-zero bytes only, mask byte) - talent_screen: explain class ID to bitmask conversion (1-indexed WoW class IDs → power-of-2 mask for TalentTab.classMask matching) - auth_screen: explain login music volume reduction (80% so UI sounds remain audible over background track)
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5 changed files with 14 additions and 3 deletions
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@ -175,6 +175,8 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
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return false;
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}
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// Depth test disabled — insects are screen-space sprites that must always
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// render above the water surface regardless of scene geometry.
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insectPipeline = PipelineBuilder()
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.setShaders(vertStage, fragStage)
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.setVertexInput({binding}, attrs)
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