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.
Pure whitespace/line-break reformatting (braces, newlines, and line
continuations matching this codebase's existing wrap conventions) - no
logic, string content, or identifiers changed anywhere. Confirmed via
diff against the pre-change tree and by rebuilding + re-running the
affected test suites, which produce identical pass/fail results.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- keyframeGetValue now returns the last keyframe's value for times at or
beyond it, fixes a missing util/math.h include, and asserts keyframes are
sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas