Add configurable MSAA anti-aliasing, update auth screen and terrain shader

- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
This commit is contained in:
Kelsi 2026-02-22 02:59:24 -08:00
parent 6d213ad49b
commit e12141a673
54 changed files with 2069 additions and 144 deletions

View file

@ -722,6 +722,15 @@ void GameHandler::update(float deltaTime) {
? 0.25f
: (classicLikeCombatSync ? 0.05f : moveHeartbeatInterval_);
if (timeSinceLastMoveHeartbeat_ >= heartbeatInterval) {
// Debug: log heartbeat position periodically
static int hbCount = 0;
if (++hbCount <= 5 || hbCount % 60 == 0) {
glm::vec3 serverPos = core::coords::canonicalToServer(
glm::vec3(movementInfo.x, movementInfo.y, movementInfo.z));
LOG_INFO("Heartbeat #", hbCount, " canonical=(",
movementInfo.x, ",", movementInfo.y, ",", movementInfo.z,
") server=(", serverPos.x, ",", serverPos.y, ",", serverPos.z, ")");
}
sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
timeSinceLastMoveHeartbeat_ = 0.0f;
}