Fix minimap MSAA pipeline, defer swapchain recreation, fix player character spawn order

- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes
- Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty()
  to prevent mid-frame render pass destruction crashes on resolution/fullscreen change
- Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
This commit is contained in:
Kelsi 2026-02-22 03:49:44 -08:00
parent ebd0084c22
commit e8e859384e
6 changed files with 57 additions and 3 deletions

View file

@ -3099,6 +3099,13 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
LOG_INFO("Online world terrain loading initiated");
}
// Character renderer is created inside loadTestTerrain(), so spawn the
// player model now that the renderer actually exists.
if (!playerCharacterSpawned) {
spawnPlayerCharacter();
loadEquippedWeapons();
}
showProgress("Streaming terrain tiles...", 0.35f);
// Wait for surrounding terrain tiles to stream in