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Fix dmap vertex-allocation crash on heavily split maps - #182
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Allocate only shared vertices, preserve original epsilon matching and order, and avoid repeated triangle-list scans. Add native regression coverage and record the remaining hub2 runtime surface limit. Refs #181
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The Windows x64 job reached its 60-minute limit during existing UI regression tests, before build and dedicated-server validation. Match the 150-minute Push Verification allowance while retaining every validation step.
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Compiling the attached
hub2.mapfrom #181 requests 2,344,661,760 bytes for unshared vertices inShareMapTriVerts. The legacy allocator rejects that request and the writer dereferences the null buffer.Allocate vertices after sharing, using a spatial hash that preserves the original epsilon matching and first-match/index order. The reported surface needs only 21,559 shared vertices (1,379,776 bytes). Check rejected geometry allocations and count overflow, and retain triangle-list tails during T-junction repair and surface assembly to avoid repeated scans. Add a production-code regression fixture to both validation workflows. Allow 150 minutes for the full Windows x64 PR validation job, matching Push Verification, so its existing regression suite, build and dedicated-server checks can finish.
Validation:
game/airdefense1passes, including an engine screenshot.Independent validation of PR head
a7e7a0a08ea285d1c574457b458b81eff57c93dd:Remaining limitation: the rebuilt
hub2still cannot enter gameplay. Its 36,635,340-index surface exceeds the renderer's existing 16,777,216-index limit (R_ParseModel: bad surface counts); loading also reportsMAX_SIL_EDGES. Keep #181 open for that follow-up. This PR qualifies the compiler crash fix and records the remaining limit in the developer documentation and candidate release notes.The original runtime validation used the staged working-tree build, which includes pre-existing UI work. The PR contains nine files covering this compiler fix and its validation.