Commit graph

440 commits

Author SHA1 Message Date
Kelsi
16d44c5bb3 Fix interior WMO floor gaps, water exit stair clipping, NPC equipment, portal animation
- Fix Stormwind barracks floor: interior WMO groups named "facade" were
  incorrectly marked as LOD shells and hidden when close. Add !isIndoor
  guard to all LOD detection conditions so interior groups always render.
- Fix water exit stair clipping: anchor lastGroundZ to current position
  on swim exit, set grounded=true for full step-up budget, add upward
  velocity boost to clear stair lip geometry.
- Re-enable NPC humanoid equipment geosets (kEnableNpcHumanoidOverrides)
  so guards render with proper armor instead of underwear.
- Keep instance portal GameObjects animated (spinning/glowing) instead
  of freezing all GO animations indiscriminately.
- Fix equipment disappearing after instance round-trip by resetting
  dirty tracking on world reload.
- Fix multi-doodad-set loading: load both set 0 (global) and placement-
  specific doodad set, with dedup to avoid double-loading.
- Clear placedWmoIds in softReset/unloadAll to prevent stale dedup.
- Apply MODF rotation to instance WMOs, snap player to WMO floor.
- Re-enable rebuildSpatialIndex in setInstanceTransform.
- Store precomputeFloorCache results in precomputed grid.
- Add F8 debug key for WMO floor diagnostics at player position.
- Expand mapIdToName with all Classic/TBC/WotLK instance map IDs.
2026-03-04 19:47:01 -08:00
Kelsi
bec7a678aa Fix missing floors in dungeon instances by restricting LOD detection
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Low-vertex groups (<100 verts) were incorrectly marked as distance-only
LOD shells in small WMOs like Stockades. Now only applies this heuristic
to large WMOs (50+ groups) where it's needed for city exterior shells.
2026-03-04 09:25:00 -08:00
Kelsi
84b04446c1 Per-instance NPC hair/skin textures, fix binary search float comparison
- NPC hair/skin textures now use per-instance overrides instead of shared
  model-level textures, so each NPC shows its own hair color/style
- Hair/skin DBC lookup runs for every NPC instance (including cached models)
  rather than only on first load
- Fix keyframe binary search to use float comparison matching original
  linear scan semantics
2026-03-04 09:19:02 -08:00
Kelsi
e6acb4ac9a Optimize animation hotpaths: binary keyframe search, eliminate sqrt calls
- Replace O(n) linear keyframe search with O(log n) binary search in both
  M2 and Character renderers (runs thousands of times per frame)
- Smoke particle removal: swap-and-pop instead of O(n²) vector erase
- Character render backface cull: eliminate sqrt via squared comparison
- Quaternion validation: use length² instead of sqrt-based length check
2026-03-04 08:33:56 -08:00
Kelsi
2e432fc123 Eliminate per-instance hash lookups in M2 render/shadow culling loops
Use cached model flags (isValid, isSmoke, isInvisibleTrap, isGroundDetail,
disableAnimation, boundRadius) on M2Instance instead of models.find() in
the hot culling paths. Also complete cached flag initialization in
createInstanceWithMatrix().
2026-03-04 08:28:21 -08:00
Kelsi
30fa9836d9 Fix glow sprite flashing, move fadeAlpha to push constants, throttle character bones
- Glow sprites now use dedicated vertex buffer (glowVB_) separate from
  M2 particle buffer to prevent data race when renderM2Particles()
  overwrites glow data mid-flight
- Move fadeAlpha from shared material UBO to per-draw push constants,
  eliminating cross-instance alpha race on non-double-buffered UBOs
- Smooth adaptive render distance transitions to prevent pop-in/out
  at instance count thresholds (1000/2000)
- Distance-tiered character bone throttling: near (<30u) every frame,
  mid (30-60u) every 3rd, far (60-120u) every 6th frame
- Skip weapon instance animation updates (transforms set by parent bones)
2026-03-04 08:17:32 -08:00
Kelsi
3482dacea8 Optimize M2 update loop: skip static doodads, incremental spatial index
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- Split M2 instances into fast-path index lists (animated, particle-only,
  particle-all, smoke) to avoid iterating all 46K instances per frame
- Cache model flags (hasAnimation, disableAnimation, isSmoke, etc.) on
  M2Instance struct to eliminate per-frame hash lookups
- Replace full rebuildSpatialIndex on position/transform updates with
  incremental grid cell remove+add, preventing 8.5ms/frame rebuild cost
- Advance animTime for all instances (texture UV animation) but only
  compute bones and particles for the ~3K that need it

M2_UPDATE: 10.7ms → 2.0ms, FPS: 35 → 55-59
2026-03-02 14:45:49 -08:00
Kelsi
7535084652 Disable captureSceneHistory to fix VK_ERROR_DEVICE_LOST crash
The single sceneColorImage races between frames with MAX_FRAMES_IN_FLIGHT=2:
frame N-1's water shader reads it while frame N's captureSceneHistory writes
it via vkCmdCopyImage. Pipeline barriers only sync within a single command
buffer, not across submissions on the same queue.

This caused VK_ERROR_DEVICE_LOST after ~700 frames on any map with water.
Disable the capture entirely for now — water renders without refraction.

TODO: allocate per-frame scene history images to eliminate the race.
2026-03-02 10:24:02 -08:00
Kelsi
f5f4467565 Fix terrain streaming performance: revert copy back to move, remove broken cache
The previous commit changed std::move to copy for terrain/mesh data to fix
the empty-cache bug. But copying ~8 MB per tile × 81 tiles caused a 60s
streaming timeout.

The tile cache was already broken before — putCachedTile stored a shared_ptr
to the same PendingTile whose data was moved out, so cached tiles always had
empty meshes. Remove the putCachedTile call entirely; tiles re-parse from
ADT files (asset manager file cache hit) when they re-enter streaming range.

The softReset cache clear from the previous commit remains as safety for
map transitions.
2026-03-02 10:15:01 -08:00
Kelsi
335b1b1c3a Fix terrain loss after map transition and GPU crash on WMO-only maps
Three fixes:
1. Water captureSceneHistory gated on hasSurfaces() — the image layout
   transitions (PRESENT_SRC→TRANSFER_SRC→PRESENT_SRC) were running every
   frame even on WMO-only maps with no water, causing VK_ERROR_DEVICE_LOST.

2. Tile cache invalidation: softReset() now clears tileCache_ since cache
   keys are (x,y) without map name — prevents stale cross-map cache hits.

3. Copy terrain/mesh into TerrainTile instead of std::move — the moved-from
   PendingTile was cached with empty data, so subsequent map loads returned
   tiles with 0 valid chunks from cache.

Also adds diagnostic skip env vars (WOWEE_SKIP_TERRAIN, WOWEE_SKIP_SKY,
WOWEE_SKIP_PREPASSES) and a 0-chunk warning in loadTerrain.
2026-03-02 09:52:09 -08:00
Kelsi
5519c73f5c Validate WMO GPU resources before render to prevent device lost
Add null checks for vertex/index buffers, pipelines, and zero-count
draws in WMO render path. The shadow pass already had buffer validation
but the main render() was missing it, which could cause GPU crashes
on WMO-only maps like Stockades (26 groups).
2026-03-02 09:00:56 -08:00
Kelsi
0c5a915db3 Guard renderWorld/renderHUD against null command buffer after device lost
After VK_ERROR_DEVICE_LOST, beginFrame returns VK_NULL_HANDLE but
renderWorld() and renderHUD() were still called, passing the null
handle to vkCmdBindPipeline which triggered a validation abort.
2026-03-02 08:58:48 -08:00
Kelsi
f1caf8c03e Fix Stockades crash: suppress area triggers on initial login, handle VK_ERROR_DEVICE_LOST
Root cause: LOGIN_VERIFY_WORLD path did not set areaTriggerCheckTimer_ or
areaTriggerSuppressFirst_, so the Stockades exit portal (AT 503) fired
immediately on login, teleporting the player back to Stormwind and crashing
the GPU during the unexpected map transition.

Fixes:
- Set 5s area trigger cooldown + suppress-first in handleLoginVerifyWorld
  (same as SMSG_NEW_WORLD handler already did for teleports)
- Add deviceLost_ flag to VkContext so beginFrame returns immediately once
  VK_ERROR_DEVICE_LOST is detected, preventing infinite retry loops
- Track device lost from both fence wait and queue submit paths
2026-03-02 08:19:14 -08:00
Kelsi
3c55b09a3f Refactor instance loading: extract initializeRenderers, fix deferred state transition
- Extract initializeRenderers() from loadTestTerrain() so WMO-only maps
  (dungeons/raids) initialize renderers directly without a dummy ADT path
- Defer setState(IN_GAME) until after processing any pending deferred world
  entry, preventing brief IN_GAME flicker on the wrong map
- Remove verbose area trigger debug logging (every-second position spam)
2026-03-02 08:11:36 -08:00
Kelsi
48eb0b70a3 Fix GPU resource leaks and re-entrant world loading for instance transitions
Reset descriptor pools in CharacterRenderer/M2Renderer/WMORenderer on map
change to prevent VK_ERROR_DEVICE_LOST from pool exhaustion. Defer re-entrant
SMSG_NEW_WORLD during active world load to avoid recursive cleanup crashes.
Gate swim bubbles on swimming state, skip redundant shadow pipeline re-init,
add WOWEE_SKIP_* env vars for render isolation debugging.
2026-03-02 08:06:35 -08:00
Kelsi
16d88f19fc Fix instance portals: WDT byte order, box trigger sizing, suppress ping-pong, WMO cache cleanup
- Fix WDT chunk magic constants to big-endian ASCII (matching ADTLoader)
- Add minimum effective size for box area triggers (90 units, like sphere 45-unit radius)
- Add areaTriggerSuppressFirst_ flag to prevent portal ping-pong on map transfer
- Add WMORenderer::clearAll() to clear models/textures on map change (prevents GPU crash)
- Increase WMO texture cache default to 8GB
- Fix setMapName called after loadTestTerrain so WMO renderer exists
- Save/restore player position around CMSG_AREATRIGGER to prevent bad DB persistence
2026-02-27 04:59:12 -08:00
Kelsi
a559d5944b Fix shutdown hangs, bank bag icons/drag-drop, loading screen progress, and login spawn
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations),
  replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers
- Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for
  all bank slots including bank bag equip slots, same-slot drop detection
- Loading screen: process one tile per frame for live progress updates
- Camera reset: trust server position in online mode to avoid spawning under WMOs
- Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots
  across inventory rebuilds, fix bank slot purchase result codes
2026-02-26 13:38:29 -08:00
Kelsi
66bcb0a712 Fix map exploration by checking subzone bits instead of only the parent zone bit 2026-02-26 11:01:52 -08:00
Kelsi
923260c90c Fix reversed strafe directions while swimming
Water strafe used opposite sign convention from land movement.
Land: strafeLeft += right, strafeRight -= right.
Water was: strafeLeft -= right, strafeRight += right.
Now matches land.
2026-02-26 02:37:49 -08:00
Kelsi
c0c5b75e94 Fill ocean water across entire tile to fix missing harbor water
Coastal areas like Booty Bay had gaps in ocean water where MH2O
data didn't cover harbor chunks (only 34/256 chunks had ocean
entries). For sea-level ocean surfaces (type=2, height~0), the
mask is now initialized to fully visible instead of empty, letting
depth testing against terrain handle land occlusion naturally.
2026-02-26 02:28:26 -08:00
Kelsi
e220ce888d Fix window close hang from blocking worker thread joins
unloadAll() now uses a 500ms deadline with pthread_timedjoin_np to
avoid blocking indefinitely when worker threads are mid-prepareTile
(reading MPQ archives / parsing ADT files). Threads that don't finish
within the deadline are detached so the app can exit promptly.
2026-02-25 13:42:58 -08:00
Kelsi
26a685187e Fix /logout hang caused by blocking worker thread joins
unloadAll() joins worker threads which blocks if they're mid-tile
(prepareTile can take seconds for heavy ADTs). Replace with softReset()
which clears tile data, queues, and water surfaces without stopping
worker threads — workers find empty queues and idle naturally.
2026-02-25 13:37:09 -08:00
Kelsi
872b10fe68 Fix water descriptor pool leak and add water rendering diagnostics
- Add VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT to water material
  descriptor pool so individual sets can be freed when tiles are unloaded
- Free descriptor sets in destroyWaterMesh() instead of leaking them
- Add terrain manager unloadAll() during logout to properly clear stale
  tiles, water surfaces, and queues between sessions
- Add diagnostic logging for water surface loading, material allocation
  failures, and render skip reasons to investigate missing water
2026-02-25 13:26:08 -08:00
Kelsi
956e2c8bb1 Reduce city stutter: lower spawn rate, resync interval, M2 render distance
- MAX_SPAWNS_PER_FRAME 8→3 (each spawn does sync M2 load, 5-50ms each)
- Creature resync scan interval 1s→3s (O(N) entity iteration)
- M2 render distance: add 1000+ instance tier at 500 units, reduce 2000+
  tier from 350→300 units to cap draw call count in dense cities
2026-02-25 12:16:55 -08:00
Kelsi
401cb6928c Disable WMO/M2 camera collision raycasts
Camera collision with WMO walls and M2 doodads caused erratic zoom
and pull-through at doorway transitions. Terrain-only camera floor
clamping is retained.
2026-02-25 12:06:24 -08:00
Kelsi
64879b8aab Overhaul WMO collision: precompute normals, fix floor selection, optimize queries
- Precompute triangle normals in buildCollisionGrid, eliminating per-query
  cross+normalize in getFloorHeight, checkWallCollision, and raycastBoundingBoxes
- Fix floor selection: remove redundant allowAbove (callers already elevate
  probeZ by stepUpBudget), preventing upper-story snap at doorway transitions
- Align wall classification threshold (absNz < 0.35) with runtime skip check,
  eliminating ~30% wasted wall triangle fetches
- Replace O(n log n) sort+unique dedup in range queries with O(n) visited bitset
- Rename wallTriScratch to triScratch_, fix stale threshold comments
2026-02-25 11:56:58 -08:00
Kelsi
c849f9cdfa chore: update camera controller changes 2026-02-25 10:41:54 -08:00
Kelsi
7557e388fb Fix Booty Bay floor fall-through via M2-aware grounding rescue 2026-02-25 10:26:41 -08:00
Kelsi
bdde5f305a Harden WMO grounding rescue to prevent fall-through 2026-02-25 10:24:54 -08:00
Kelsi
2219ccde51 Optimize city performance and harden WMO grounding 2026-02-25 10:22:05 -08:00
Kelsidavis
1fab17e639 Add Windows build scripts, fix multi-threaded MPQ extraction, and cross-platform temp paths
- Add build.ps1/bat, rebuild.ps1/bat, debug_texture.ps1/bat (Windows equivalents
  of existing bash scripts, using directory junctions for Data link)
- Fix asset extractor: StormLib is not thread-safe even with separate handles per
  thread. Serialize all MPQ reads behind a mutex while keeping CRC computation and
  disk writes parallel. Previously caused 99.8% extraction failures with >1 thread.
- Add SFileHasFile() check during enumeration to skip listfile-only entries
- Add diagnostic logging for extraction failures (first 5 per thread + summary)
- Use std::filesystem::temp_directory_path() instead of hardcoded /tmp/ in
  character_renderer.cpp debug dumps
- Update debug_texture.sh to use $TMPDIR fallback and glob for actual dump filenames
2026-02-25 08:22:45 -08:00
Kelsi
570dec8b88 Fix loading screen graphical artifacts on window resize
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Recreate Vulkan swapchain in LoadingScreen::render() when the dirty flag
is set, so resizing the window during world loading no longer renders
into a stale swapchain with mismatched framebuffers.
2026-02-25 03:45:13 -08:00
Kelsi
4c8fa9f1fe Add Windows and macOS CPU affinity support
- Windows: SetThreadAffinityMask to pin main thread to core 0 and
  exclude workers from core 0
- macOS: thread_policy_set with THREAD_AFFINITY_POLICY tags to hint
  scheduler separation (tag 1 for main, tag 2 for workers)
2026-02-25 03:41:18 -08:00
Kelsi
86505ad377 Merge per-chunk water surfaces, restore incremental tile finalization, and pin main thread CPU affinity
Water deduplication: merge per-chunk water surfaces into per-tile surfaces
to reduce Vulkan descriptor set usage from ~8900 to ~100-200. Uses hybrid
approach — groups with ≤4 chunks stay per-chunk (preserving shore detail),
larger groups merge into 128×128 tile-wide surfaces.

Re-add incremental tile finalization state machine (reverted in 9b90ab0)
to spread GPU uploads across frames and prevent city stuttering.

Pin main thread to CPU core 0 and exclude worker threads from core 0
to reduce scheduling jitter on the render/game loop.
2026-02-25 03:39:45 -08:00
Kelsi
7ca9caa212 Fix Windows ARM64 build: disable x86 asm in StormLib's libtomcrypt
StormLib's bundled libtomcrypt uses x86 inline assembly (bswapl/movl)
gated by __MINGW32__, which is defined on CLANGARM64 too. Pass
-DLTC_NO_BSWAP to force portable C byte-swap fallback.
2026-02-25 03:06:06 -08:00
Kelsi
9b90ab0429 Revert terrain_manager to original finalizeTile to fix water rendering
The incremental advanceFinalization state machine broke water rendering
in ways that couldn't be resolved. Reverted to the original monolithic
finalizeTile approach. The other performance optimizations (bone SSBO
pre-allocation, WMO distance culling, M2 adaptive distance tiers)
are kept.
2026-02-25 02:50:36 -08:00
Kelsi
7dd78e2c0a Fix missing water by finalizing each tile completely per frame
Phase-splitting across frames caused water surfaces to not render
correctly. Changed processReadyTiles to run all phases for each tile
before moving to the next, with time budget checked between tiles.
2026-02-25 02:47:37 -08:00
Kelsi
d47ae2a110 Fix city stuttering with incremental tile finalization and GPU optimizations
Replace monolithic finalizeTile() with a phased state machine that spreads
GPU upload work across multiple frames (TERRAIN→M2→WMO→WATER→AMBIENT→DONE).
Each advanceFinalization() call does one bounded unit of work within the
per-frame time budget, eliminating 50-300ms frame hitches when entering cities.

Additional performance improvements:
- Pre-allocate bone SSBOs at M2 instance creation instead of lazily during
  first render frame, preventing hitches when many skinned characters appear
- Enable WMO distance culling (800 units) with active-group exemption so
  the player's current floor/neighbors are never culled
- Add 4-tier adaptive M2 render distance (250/400/600/1000 based on count)
- Remove dead PendingM2Upload queue code superseded by incremental system

Fix tile re-enqueueing bug: keep tiles in pendingTiles until committed to
loadedTiles (not when moved to finalizingTiles_) so streamTiles() doesn't
re-enqueue tiles mid-finalization. Also handle unloadTile() for tiles in
the finalizingTiles_ deque to prevent orphaned water/M2/WMO resources.
2026-02-25 02:36:23 -08:00
Kelsi
8fe53171eb Fix release packaging and macOS stack overflow crash
- Fix StormLib package name: libstormlib-dev → libstorm-dev (correct
  Ubuntu package name) across all CI workflows and extract_assets.sh
- Build StormLib from source on Windows CI (no MSYS2 package exists),
  ensuring asset_extract.exe is included in release archives
- Update extract_assets.sh/.ps1 to prefer pre-built asset_extract
  binary next to the script (release archives) before trying build dir
- Move ADTTerrain allocations from stack to heap in prepareTile() to
  fix stack overflow on macOS (worker threads default to 512 KB stack,
  two ADTTerrain structs ≈ 560 KB exceeded that)
2026-02-25 01:55:16 -08:00
Kelsi
2a1bd12f5b Fix game objects rendering with player textures
When M2Renderer's descriptor pool was exhausted, batch.materialSet
would be VK_NULL_HANDLE and the bind was skipped, but the draw call
still executed using the previously bound descriptor set from
CharacterRenderer — causing game objects to render with the player's
skin/armor textures. Skip the entire batch instead.
2026-02-23 20:41:06 -08:00
Kelsi
aaab2115d1 Fix all remaining build warnings and eliminate UB in binary parsers
Resolve 57 compiler warnings (unused params/vars, ignored return values,
enum mismatch) and replace undefined-behavior reinterpret_cast with
memcpy in DBC, BLP, and Warden module loaders for ARM64 portability.
2026-02-23 19:58:38 -08:00
Kelsi
06979e5c5c Prevent player snapping to WMO roofs when jumping inside buildings
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Anchor WMO floor probe to last ground Z when airborne so the detection
ceiling doesn't rise with the jump and catch roof/ceiling geometry.
2026-02-23 11:03:18 -08:00
Kelsi
9a1b78bffd Fix character preview facing and add 4x MSAA to preview render target
Character was facing stage-left (yaw 180) instead of toward camera;
corrected default yaw to 90. Added MSAA support to VkRenderTarget with
automatic resolve attachment, and enabled 4x MSAA for the character
preview off-screen pass.
2026-02-23 10:48:26 -08:00
Kelsi
d65b170774 Make shadows follow player movement continuously
Remove freeze-while-moving and idle smoothing logic from shadow
center computation. Texel snapping already prevents shimmer, so
the shadow projection can track the player directly each frame.
2026-02-23 08:47:38 -08:00
Kelsi
0a1e240831 Fix WMO shadow receiving and enable shadows by default
Remove isInterior restriction from WMO shadow sampling so city
buildings (flagged as interior groups) correctly receive shadows.
Apply shadow to interior-lit surfaces. Enable shadows by default
and persist the setting across sessions.
2026-02-23 08:40:23 -08:00
Kelsi
b70f08d14f Add proportional zoom and reduced default max zoom with extended toggle
Zoom speed now scales with distance for fine control near the character.
Default max zoom out reduced from 50 to 33 units. New "Extended Camera
Zoom" toggle in Gameplay settings restores the full 50-unit range.
2026-02-23 08:09:27 -08:00
Kelsi
5cfb0817ed Fix sun quad visibility, minimap opacity, audio scaling, and rename music toggle
- Tighten celestial glow falloff and edge fade to eliminate visible quad boundary
- Add opacity support to minimap display shader, synced with UI opacity setting
- Fix audio double/triple-scaling by removing redundant master volume multiplications
- Rename "Original Soundtrack" toggle to "Enable WoWee Music"
- Add About tab with developer info and GitHub link
2026-02-23 08:01:20 -08:00
Kelsi
83d7f26f33 Fix visible square behind sun by switching celestial to additive blending
Alpha blending caused faint quad edges to be visible against the sky
gradient. Additive blending correctly adds glow light without the
outline artifact. Edge fade starts earlier and discard threshold raised.
2026-02-23 07:40:51 -08:00
Kelsi
59f487c941 Fix foot splash particles being cleared immediately when wading
Ripples were cleared every frame the player wasn't swimming, which
destroyed foot splash particles the same frame they were spawned.
Now particles expire naturally via their lifetime.
2026-02-23 07:37:01 -08:00
Kelsi
a7102ab742 Fix foliage DXT black fringe, insect depth occlusion, and ambient creature animation
- Replace dark edge RGB on alpha-tested foliage with mip-4 average color
  proportional to alpha (low alpha = low trust in original RGB)
- Raise foliage alpha cutoff to 0.4 and remove dither band for cleaner edges
- Disable depth test on insect particles so they don't vanish behind foliage
- Exempt dragonflies/butterflies/moths from foliage animation freeze
2026-02-23 07:34:29 -08:00