Commit Graph

5 Commits

Author SHA1 Message Date
YourWishes 4b0388a0e1 Chunk streaming concurrency, entity slot fix, and map-data-driven spawns
- Allow 2 chunks to be mid-load concurrently instead of 1 (MAP_CHUNK_LOAD_CONCURRENCY).
- Fix entitySetChunk silently losing track of an entity when its target chunk's
  entity slots are full - it now stays detached (and retries later) instead of
  claiming a chunk that never actually registered it.
- DCF format bumped to v5: chunks can now declare entity spawns (global/NPC via
  the existing entityglobal registry, or one-shot item pickups) and map area
  triggers, resolved via a new callback-ID registry (mapareagloballist.h)
  mirroring the entity one. rpg.c's hardcoded TEST entity/item/area spawns are
  gone - chunk_0_0_0.json now carries that data instead. The player is still
  bootstrapped in code since it isn't map-authored content.
2026-08-04 07:37:48 -05:00
YourWishes a292f1992b Change to use the Z tile system 2026-07-04 08:40:53 -05:00
YourWishes a9ab8dc1d8 Chunks, models, and more 2026-07-01 08:35:01 -05:00
YourWishes 84ebaa0751 A lot of PSP optimizations 2026-06-30 21:01:11 -05:00
YourWishes 28ff331a28 Create some test chunks and buildings 2026-06-30 19:08:39 -05:00