Preserve legacy overlay keys for default camera component order

This commit is contained in:
Matthew Stanley
2026-10-08 21:30:20 -07:00
parent 2c6e0a3a20
commit 5478e5cfd1
3 changed files with 8 additions and 3 deletions
+1 -1
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@@ -1 +1 @@
eeaec4bf58d5813938d47c92ef83b69f81d5b41bcd6f591369fd62d2e428f783
0f077acf89c658898e53aa522bff6ec73b019f977528c6880eaabf628dfa44d0
+1 -1
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@@ -1 +1 @@
f2b6184a3df6c998ff4ed1953c6e006f54131c51baf8866c34096c37d43fc26e
041ee1b0e079b7633588ad31989c2bead87a6ee07bd86e664feffe237dc3ed15
+6 -1
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@@ -208,7 +208,12 @@ uint32_t overlay_codegen_config_hash(const GameConfig& c) {
h.u32(site.queue_guard ? 1u : 0u);
}
h.u32(c.ws_aspect_cone.forward_addr);
for (uint32_t value : c.ws_aspect_cone.forward_offsets) h.u32(value);
// Preserve cache identities for titles using the existing component order.
// A non-default order changes runtime participation and needs a new key.
if (c.ws_aspect_cone.forward_offsets != std::array<uint32_t, 3>{0u, 2u, 4u}) {
h.u32(0x41584953u); // AXIS
for (uint32_t value : c.ws_aspect_cone.forward_offsets) h.u32(value);
}
h.u32(c.ws_aspect_cone.object_type_offset);
h.u32(c.ws_aspect_cone.object_reg);
h.u32(c.ws_aspect_cone.x_reg);