Kelsidavis-WoWee/src
Kelsi f8da2d51ef Reduce wave amplitude to fix tile boundary gaps
Each water tile generates waves independently using local coordinates,
causing height mismatches at tile boundaries. Reduced amplitude minimizes
visible seams.

Problem:
- Waves calculated per-tile using local vertex positions (aPos)
- Adjacent tiles have different local coords at shared boundary
- Wave height discontinuity creates visible gaps between tiles

Solution:
- Reduced ocean wave amplitude: 0.25 → 0.06 (75% reduction)
- Reduced canal wave amplitude: 0.10 → 0.04
- Kept frequency and speed for subtle animation
- Waves still visible but gaps minimized

Technical note: Proper fix would be world-space wave calculation, but
requires passing tile offset to shader. This amplitude reduction is
simpler and effective for smooth ocean appearance.
2026-02-08 22:35:11 -08:00
..
audio Add audio volume controls to settings 2026-02-05 17:32:21 -08:00
auth Upgrade to C++20 and fix all compilation warnings 2026-02-07 11:43:37 -08:00
core Keep M2 models permanently in VRAM to eliminate loading hitches 2026-02-08 22:08:42 -08:00
game Keep M2 models permanently in VRAM to eliminate loading hitches 2026-02-08 22:08:42 -08:00
network Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log 2026-02-06 13:47:03 -08:00
pipeline Add M2 collision mesh parsing and mesh-based wall/floor collision 2026-02-08 19:56:17 -08:00
rendering Reduce wave amplitude to fix tile boundary gaps 2026-02-08 22:35:11 -08:00
ui Fix trainer buy packet and grey out unmet prerequisites 2026-02-08 15:03:43 -08:00
main.cpp Fix mount stability, speed parsing, combat dismount, and self-targeting 2026-02-07 18:33:14 -08:00