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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
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6 changed files with 57 additions and 3 deletions
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@ -3099,6 +3099,13 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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LOG_INFO("Online world terrain loading initiated");
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}
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// Character renderer is created inside loadTestTerrain(), so spawn the
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// player model now that the renderer actually exists.
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if (!playerCharacterSpawned) {
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spawnPlayerCharacter();
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loadEquippedWeapons();
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}
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showProgress("Streaming terrain tiles...", 0.35f);
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// Wait for surrounding terrain tiles to stream in
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