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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@@ -345,12 +345,14 @@
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return promise;
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}
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const MAP_NAME = "overworld";
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function chunkPaths(x, y, z) {
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return {
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raw: `assetsraw/chunks/chunk_${x}_${y}_${z}.json`,
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dcf: `assets/chunks/${x}_${y}_${z}.dcf`,
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terrainDmf: `assets/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`,
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terrainModel: `assets/models/chunks/chunk_${x}_${y}_${z}_0.json`,
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raw: `assetsraw/maps/${MAP_NAME}/chunks/chunk_${x}_${y}_${z}.json`,
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dcf: `assets/maps/${MAP_NAME}/chunks/${x}_${y}_${z}.dcf`,
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terrainDmf: `assets/maps/${MAP_NAME}/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`,
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terrainModel: `assets/maps/${MAP_NAME}/models/chunks/chunk_${x}_${y}_${z}_0.json`,
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};
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}
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@@ -767,7 +769,7 @@
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async function buildChunkBrowseList() {
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const list = document.getElementById("chunkBrowseList");
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list.innerHTML = "";
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const res = await apiLs("assetsraw/chunks");
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const res = await apiLs(`assetsraw/maps/${MAP_NAME}/chunks`);
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for(const entry of res.entries || []) {
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const m = entry.name.match(/^chunk_(-?\d+)_(-?\d+)_(-?\d+)\.json$/);
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if(!m) continue;
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