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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
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54 changed files with 2069 additions and 144 deletions
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@ -722,6 +722,15 @@ void GameHandler::update(float deltaTime) {
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? 0.25f
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: (classicLikeCombatSync ? 0.05f : moveHeartbeatInterval_);
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if (timeSinceLastMoveHeartbeat_ >= heartbeatInterval) {
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// Debug: log heartbeat position periodically
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static int hbCount = 0;
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if (++hbCount <= 5 || hbCount % 60 == 0) {
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glm::vec3 serverPos = core::coords::canonicalToServer(
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glm::vec3(movementInfo.x, movementInfo.y, movementInfo.z));
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LOG_INFO("Heartbeat #", hbCount, " canonical=(",
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movementInfo.x, ",", movementInfo.y, ",", movementInfo.z,
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") server=(", serverPos.x, ",", serverPos.y, ",", serverPos.z, ")");
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}
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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timeSinceLastMoveHeartbeat_ = 0.0f;
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}
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