spoint 0.1.677 → 0.1.678
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/apps/world/tps-game.js +2 -2
- package/client/app.js +2 -2
- package/client/hud/SettingsMenu.js +1 -1
- package/package.json +1 -1
package/apps/world/tps-game.js
CHANGED
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@@ -85,8 +85,8 @@ export default {
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fillIntensity: 0.4,
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fillPosition: [-20, 30, -10],
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shadowMapSize: 1024,
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-
shadowBias: 0.
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-
shadowNormalBias: 0.
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+
shadowBias: -0.0005,
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shadowNormalBias: 0.05,
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// shadowRadius/shadowBlurSamples are read only by three.js's VSM blur pass
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// (WebGLShadowMap.js postProcessShadowMap, gated on shadow.type===VSMShadowMap);
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// client/core/SceneSetup.js hardcodes renderer.shadowMap.type=PCFShadowMap, so
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package/client/app.js
CHANGED
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@@ -258,7 +258,7 @@ try {
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_showBootFailureOverlay('WebGL2 is required', 'This 3D world needs a browser with WebGL2 support. Please update your browser, enable hardware acceleration, or try a different device.\n\n' + ((err && (err.stack || err.message)) || String(err)))
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throw err
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}
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-
const { ambient, studio, sun } = setupLights(scene), { gltfLoader } = createLoaders(renderer)
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const { ambient, studio, sun } = setupLights(scene), { gltfLoader, ktx2Loader } = createLoaders(renderer)
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// Kick the anim-lib fetch now (idempotent, cached) so it overlaps the world import + cold worker boot instead of serializing behind them.
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preloadAnimationLibrary(gltfLoader)
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if (typeof window !== 'undefined') {
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@@ -680,7 +680,7 @@ cullingHub.register('occlusionQueryBudget', () => occlusionQueryBudget.getStats(
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// client/core/WebGPUCullingHubIntegration.js's header for the full scope note); call
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// window.__runWebgpuComputeCull() from a dev console / future opt-in tier to populate it.
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window.__runWebgpuComputeCull = () => import('./core/WebGPUCullingHubIntegration.js').then(m => m.runAndRegister(cullingHub, { scene, camera }))
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-
const pm = createPlayerManager(scene, gltfLoader, cam,
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+
const pm = createPlayerManager(scene, gltfLoader, cam, ktx2Loader, sceneGraph, modelPool)
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// Player LOD: real distance-tier classification (FULL/REDUCED/DOT) for the remote-player crowd -- see
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// core/PlayerLOD.js. tickPlayerAnimators (below) applies the verdict to gate VRM anim/feature updates;
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// the crowd-dot InstancedMesh2 renders everyone beyond the REDUCED ring at near-zero cost. Instantiated
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