mirror of
https://github.com/vladtrc/iw4L
synced 2026-10-28 10:59:19 -04:00
e6a658bf33
The baked walk graph is reused in memory and cached on disk under the world's content_digest, which also folds in the weapon tables (combat, penetration, admission, camouflage, equipment) and the class catalog. The walk never reads those: it traces clip geometry and script-model collision from the spawns and objectives. So any weapon or class change, including installing or removing a game that donates weapons, sent every map back through a cold bake on its next load, one of the longest steps of a first map load. The graph is now keyed on the `map` (spawns and clip brushes) and `models` (script-model collision) content components only, and NAV_SCHEMA goes to 9 so graphs cached under the old key are not reused. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>