The lightning system (lightning.hpp/cpp) was fully implemented but never
wired into the renderer. Connect it now:
- Enable lightning during server storm weather (wType==3, intensity>0.1)
and heavy rain (wType==1, intensity>0.7) as a bonus visual
- Scale lightning intensity proportionally to weather intensity
- Render in both parallel (SEC_POST) and fallback rendering paths
- Update and shutdown alongside the weather system
- Show active lightning info in the performance HUD weather section
- Remove fsr2Active guard that prevented FXAA when FSR3 was active
- FXAA checkbox now always enabled; tooltip adapts to explain FSR3+FXAA combo
when FSR3 is active ('recommended ultra-quality combination')
- Performance HUD shows 'FXAA: ON (FSR3+FXAA combined)' when both active
- Ultra graphics preset now enables FXAA (8x MSAA + FXAA for max smoothness)
- Preset detection updated to require FXAA for Ultra match
- AmdFsr3Runtime now probes both the legacy ffxFsr3* API and the newer
generic ffxCreateContext/ffxDispatch API; selects whichever the loaded
runtime library exports (GenericApi takes priority fallback)
- Generic API path implements full upscale + frame-generation context
creation, configure, dispatch, and destroy lifecycle
- dlopen error captured and surfaced in lastError_ on Linux so runtime
initialization failures are actionable
- FSR3 runtime init failure log now includes path kind, error string,
and loaded library path for easier debugging
- tools/generate_ffx_sdk_vk_permutations.sh added: auto-bootstraps
missing VK permutation headers; DXC auto-downloaded on Linux/Windows
MSYS2; macOS reads from PATH (CI installs via brew dxc)
- CMakeLists: add upscalers/include to probe include dirs, invoke
permutation script before SDK build, scope FFX pragma/ODR warning
suppressions to affected TUs, add runtime-copy dependency on wowee
- UI labels updated from "FSR2" → "FSR3" in settings, tuning panel,
performance HUD, and combo boxes
- CI macOS job now installs dxc via Homebrew for permutation codegen
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
- Add texture-sorted batch merging with glMultiDrawElements to reduce draw calls
- Pre-compute merged batches at load time instead of per-frame
- Add persistent floor height cache with disk save/load (cache/wmo_floor_cache.bin)
- Reduce collision focus radius and sweep steps for faster collision checks
- Add floor cache size to performance HUD
- Reduce WMO group distance culling to 80 units
Renders bounding boxes in depth-only pre-pass and queries GPU for
visibility. Groups fully occluded in previous frame are skipped.
Significantly improves performance in dense areas like Stormwind.
Portal-based visibility culling for WMO rendering (disabled by default,
needs debugging for complex WMOs like Stormwind). Skip character creation
screen when characters already exist in single-player mode.