Reintroduce multiple maps: per-map chunk directories + map_t name/mapSetMap
Move chunk assets from a single flat assetsraw/chunks (and assets/chunks) into per-map assetsraw/maps/<map>/chunks (assets/maps/<map>/chunks), so terrain mesh/model output no longer collides across maps sharing chunk coordinates. map_t gains a name[MAP_NAME_MAX] field plus mapSetMap()/ mapIsLoaded() (checks name[0] == '\0') in place of the old bool loaded flag; mapInit() now just resets state and mapSetMap() does the chunk grid load. Updated the chunk asset tool and the map editor's dev server/client to match.
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{
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"mesh": "maps/overworld/meshes/chunks/chunk_-1_0_0_0.dmf",
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"color": [
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255,
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255,
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255,
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255
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],
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"texture": "tiles.png"
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}
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{
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"mesh": "maps/overworld/meshes/chunks/chunk_0_0_0_0.dmf",
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"color": [
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255,
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255,
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255,
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255
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],
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"texture": "tiles.png"
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}
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{
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"mesh": "maps/overworld/meshes/chunks/chunk_0_1_0_0.dmf",
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"color": [
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255,
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255,
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255,
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255
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],
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"texture": "tiles.png"
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}
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{
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"mesh": "maps/overworld/meshes/chunks/chunk_1_0_0_0.dmf",
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"color": [
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255,
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255,
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255,
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255
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],
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"texture": "tiles.png"
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}
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{
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"mesh": "maps/overworld/meshes/chunks/chunk_1_1_0_0.dmf",
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"color": [
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255,
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255,
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255,
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255
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],
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"texture": "tiles.png"
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}
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{
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"mesh": "maps/overworld/meshes/chunks/chunk_2_0_0_0.dmf",
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"color": [
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255,
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255,
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255,
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255
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],
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"texture": "tiles.png"
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}
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