Water That Moves on a Schedule
Shader animation: tcMod scroll, scale, rotate, stretch and turb, plus the full Quake wave function set.
The Animated Shader Set
A new ShaderAnimationSystem implementing the directives that make idTech3 water look like water:
tcMod scroll tcMod scale tcMod rotate
tcMod stretch tcMod turb
rgbGen wave alphaGen waveWith all seven Quake wave functions behind them: sin, triangle, square, sawtooth, inversesawtooth, noise.
Commands: shader anim status|pause|resume|toggle|speed <n>|clear. Verified on wdm11 water, which is the correct place to verify water.
The Feature That Did Not Ship
Q3NodeMaterialBuilder.ts was written — replace, blend, add and multiply/filter blend modes with per-stage UV offset inputs — and then:
Currently disabled - broke transparency and animation, needs more workMulti-stage node materials stayed off in this release. The design lives in docs/TCMOD_ANIMATION_PLAN.md.
Known Limitations
- Single-stage animation only (multi-stage NodeMaterial disabled).
- Turbulence is simplified oscillation, not true vertex distortion.
- No support for:
tcGen,deformVertexes,animMap,fogParms.
fogParms is worth noting because v0.8.8 goes and reads the fog lump directly instead, and deformVertexes turns up again in v0.8.10 for autosprites.