- Enable alpha-to-coverage on alphaTestPipeline for smooth hair edges
when MSAA is active (both init and recreatePipelines paths)
- Shader uses fwidth()-based alpha rescaling for clean coverage
- Skip group 17/18 geosets (DK/NE eye glow) when no geoset filter is
set — prevents blue eye glow on all NPCs
- Add missing <libgen.h> include for dirname() on Linux
Whisper sender name may not be in the player name cache when the packet
arrives. Store the sender GUID and lazily resolve the name from the
cache in getLastWhisperSender(). Also backfill lastWhisperSender_ when
the SMSG_NAME_QUERY_RESPONSE arrives.
- alphaTestPipeline_ uses blendDisabled() so surviving pixels are fully
opaque (was blendAlpha, causing hair to blend with background)
- Remove alphaCutout from alphaTest condition — opaque materials like
capes no longer alpha-test just because their texture has an alpha
channel
- Two-pass batch rendering: opaque (blendMode 0) draws first to
establish depth, then alpha-key/blend draws on top
Extends the WMO normal mapping/POM system to character M2 models with
bone-skinned tangents. Auto-generates normal/height maps from diffuse
textures using luminance→height, Sobel→normals (same algorithm as WMO).
- Expand vertex buffer from M2Vertex (48B) to CharVertexGPU (56B) with
tangent vec4 computed via Lengyel's method in setupModelBuffers()
- Tangents are bone-transformed and Gram-Schmidt orthogonalized in the
vertex shader, output as TBN for fragment shader consumption
- Fragment shader gains POM ray marching, normal map blending, and LOD
crossfade via dFdx/dFdy (identical to WMO shader)
- Descriptor set 1 extended with binding 2 for normal/height sampler
- Settings (enable, strength, POM quality) wired from game_screen.cpp
to both WMO and character renderers via shared UI controls