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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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@ -778,6 +778,8 @@ void Renderer::applyMsaaChange() {
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if (auto* lf = skySystem->getLensFlare()) lf->recreatePipelines();
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}
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if (minimap) minimap->recreatePipelines();
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// Selection circle + overlay use lazy init, just destroy them
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VkDevice device = vkCtx->getDevice();
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if (selCirclePipeline) { vkDestroyPipeline(device, selCirclePipeline, nullptr); selCirclePipeline = VK_NULL_HANDLE; }
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