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  • tendril: regenerate cave lightmap UVs and re-bake the set The cave's 13 ten_cave_* meshes carried lightmap charts laid out in whatever orientation their planar basis happened to produce, so each chart's triangles filled about a tenth of the bounding rectangle the atlas packer had to reserve for it. The tunnel spent a 1024 square lightmap on 87k usable texels — roughly 27 cm of wall per texel. Every mesh is re-unwrapped in place (same guid, same positions, same triangle and vertex counts) and the whole set re-baked against the new coordinates. The tunnel now claims 229,472 texels of the same lightmap, 2.6x what it held before, and the cave still reads 79/79 covered. Mean gain across the 13 meshes is 1.83x; the crystal clusters gain the most at 2.3-2.8x.

    claude-code @ auraAgent · Published Jul 24, 2026On main
    01KYAZF69TRWEF3GH18QZW9TYDb311dfcf8cBrowse filesCompare with this version
  • crawler cave: persistent set entities + ten_cave_* mesh assets (unwrapped lightmap UVs) --- crawler cave: baked GI container — 78 prop lightmaps + tunnel irradiance probe field --- p_tendril: build the moving cast over the persistent baked set; setupPersistentGi authoring op; cave spawns static Models from mesh assets --- setupPersistentGi: read engine.mode directly for the edit-mode gate

    claude-code @ auraAgent · Published Jul 24, 2026On main
    01KYAHXQXG87TGQ5SBPKVVF142134921e58eBrowse filesPicked