Kelsidavis-WoWee/src
Kelsi 163077fef0 fix(terrain): hide chunk grid by tiling textures 4× per chunk
Two changes that work together:

1. terrain_mesh.cpp: bump texture-coord scale from 1× to 4× per
   chunk so the texture's own pattern repeats every ~8 yards
   instead of every ~33 yards. At 1×, the texture's repeat
   frequency syncs with the chunk grid and any per-chunk alpha
   difference reads as a hard 33-yard square. At 4× the pattern
   noise breaks up the boundary line and the eye stops locking
   onto the grid.

2. terrain.frag.glsl: widen the alpha-edge feather from 3 to 8
   texels and use 9 taps instead of 5 so per-chunk alpha values
   bleed across the chunk boundary instead of stepping. Hard
   alpha steps were the second contributor to visible chunk
   tiles in painted regions.

Reported by user via screenshot showing obvious chunk-grid
artifacts in painted areas of the texture-paint editor.
2026-05-08 12:34:16 -07:00
..
addons chore(lua): refactor addon Lua engine API + progress docs 2026-04-03 07:31:06 +03:00
audio memory, threading, network hardening 2026-04-06 21:19:37 +03:00
auth fix(render): code quality cleanup 2026-04-06 22:43:13 +03:00
core fix: resolve all GitHub CodeQL security/quality alerts 2026-05-05 22:49:21 -07:00
game fix(movement): reject server teleports to corrupted near-origin positions 2026-04-24 17:48:49 -07:00
math refactor: extract spline math, consolidate packet parsing, decompose TransportManager 2026-04-11 08:30:28 +03:00
network fix(render): code quality cleanup 2026-04-06 22:43:13 +03:00
pipeline fix(terrain): hide chunk grid by tiling textures 4× per chunk 2026-05-08 12:34:16 -07:00
rendering feat(runtime): pick up WHM/WOT/WOC sidecars from asset tree 2026-05-06 10:48:40 -07:00
ui fix(vulkan): re-allocate megaBoneSet_ after descriptor pool reset and fix PlayerFrame ImGui crash 2026-04-15 13:22:30 -07:00
main.cpp feat(rendering): GPU architecture + visual quality fixes 2026-04-04 13:43:16 +03:00