Изолировать cross-LOD подсказки по mesh group (фикс утечки между мешами) - #181
Изолировать cross-LOD подсказки по mesh group (фикс утечки между мешами)#181SashaRX wants to merge 1 commit into
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Фикс вошёл в консолидированную ветку Generated by Claude Code |
d57c3c6 ("isolate cross-LOD hints per mesh group (#181)") renamed the accumulatedOverlapHints field to crossLodHints and updated two of its three .Clear() call sites, missing the one inside ResetWorkingMeshesToFbx. The identifier was left with no declaration anywhere in the repository — it occurred exactly once, as a usage — so the editor assembly did not compile. The class is not partial, there is no `using static`, and the line sits outside every preprocessor conditional, so nothing could have resolved it. This escaped CI because the pipeline only builds the native library; no job compiles the Unity C# (no Unity licence), which is worth remembering when weighing how much a green check means for this package. crossLodHints.Clear() is the correct replacement: it is what the other two reset paths already do, and ResetWorkingMeshesToFbx is the fullest reset of the three. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0195YC4HWo1rQqEdFBb8p8jE
d57c3c6 ("isolate cross-LOD hints per mesh group (#181)") renamed the accumulatedOverlapHints field to crossLodHints and updated two of its three .Clear() call sites, missing the one inside ResetWorkingMeshesToFbx. The identifier was left with no declaration anywhere in the repository — it occurred exactly once, as a usage — so the editor assembly did not compile. The class is not partial, there is no `using static`, and the line sits outside every preprocessor conditional, so nothing could have resolved it. This escaped CI because the pipeline only builds the native library; no job compiles the Unity C# (no Unity licence), which is worth remembering when weighing how much a green check means for this package. crossLodHints.Clear() is the correct replacement: it is what the other two reset paths already do, and ResetWorkingMeshesToFbx is the fullest reset of the three. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0195YC4HWo1rQqEdFBb8p8jE
Motivation
sourceShellIndex, приводя к неверному выбору источника и порче сгенерированных UV2.Description
CrossLodHintStateс двумя спискамиoverlapHintsиmatchHintsи словарьcrossLodHintsс ключом(MeshEntry source, string meshGroupKey)для изоляции состояния подсказок по паре исходный меш +meshGroupKey.crossLodHints.Clear()вместо единого глобального списка, чтобы не переносить подсказки между независимыми запусками.hintState, вGroupedShellTransfer.Transfer/TransferAsyncпередаются толькоhintState.overlapHintsиhintState.matchHints, а результаты аккумулируются в том жеhintState, чтобы подсказки применялись только к релевантной source/group паре.Documentation~/EXPERIMENTS.mdс описанием проблемы и требованием ручной проверки в Unity после фикса.Testing
git diff --checkи поиск по коду (rg) для проверки замены глобальных списков наcrossLodHints, и результаты показали, что старые глобальные накопители удалены и новые обращения добавлены успешно.git status, изменения оформлены в файлахEditor/Tools/LightmapTransferTool.csиDocumentation~/EXPERIMENTS.md.Codex Task