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Even with all the upstream guards I've been adding, internal callers or addon-style scripted spawns could pass NaN. Reject at the API boundary so we never hash-key with NaN coords (std::round of NaN is implementation-defined) or push a NaN instance into the model- matrix uniform buffer (GPU crash / origin render). |
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| .. | ||
| addons | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| math | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||