- Fix FBlock color keys from 3-byte BGR to 4-byte RGBA (CImVector) to
prevent garbled purple/red colors from byte misalignment
- Add circular soft-edge falloff in particle fragment shader (GL_POINTS
rendered as squares by default)
- Apply default gravity (4.0 spray, 1.5 mist) when M2 gravity is 0 since
bone animation from .anim files isn't loaded yet
- Add drift velocity to speed=0 emitters so particles spread as mist
instead of clustering at static bone positions
- Run particle updates for all nearby instances, not just those in
boneWorkIndices_, to prevent particles freezing when bone culled
- Wrap animation time for particle models to keep emission tracks looping
- Cap particle scale to 1.5 and reduce point size multiplier (800→400)
- Desaturate FBlock colors 70% toward white for natural water appearance
- Reduce additive blend alpha to 5% and volume particles to 2%