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fix(editor): separate NPC marker updates from M2 rebuild cycle
- NPC placement now only updates cheap marker geometry (no M2 reload) - Full M2 rebuild only triggers when PLACED OBJECT count changes (not NPC count — NPCs use markers, not M2 instances for now) - Split lastObjectCount_ into lastObjCount_ + lastNpcCount_ to track objects and NPCs independently - Prevents the destructive clear+reload cycle that caused GPU crashes when rapidly placing multiple NPCs
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2 changed files with 23 additions and 12 deletions
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@ -136,7 +136,8 @@ public:
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const std::vector<Toast>& getToasts() const { return toasts_; }
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void updateToasts(float dt);
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private:
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size_t lastObjectCount_ = 0;
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size_t lastObjCount_ = 0;
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size_t lastNpcCount_ = 0;
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EditorMode mode_ = EditorMode::Sculpt;
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float waterHeight_ = 100.0f;
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uint16_t waterType_ = 0;
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