Experimental: skip the offline tools/asset/chunk bake step entirely.
The chunk asset loader now parses the same JSON schema tools/asset/chunk
already consumed (tiles/meshes/entities/areas) directly at load time,
generating the terrain mesh in C instead of reading pre-baked .dcf/.dmf
bytes. The raw assetsraw/maps/*/chunks/*.json files are now the shipped
source directly under assets/, replacing the old baked chunk/mesh/model
output.
Also drops MAP_CHUNK_LOAD_CONCURRENCY to 1 for now, per PSP hardware
testing (8 crashed, 4 untested further - 1 is the known-safe value).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
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.