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Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes: - Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins, Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads, Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet - Changed bare shin default from 501 to 502 for better width match with thigh mesh (0.39 vs 0.32, thighs are 0.42) - Added clearCompositeCache() to prevent stale composite textures from being reused across equipment changes - Fixed character preview geoset defaults to match corrected mapping
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10 changed files with 424 additions and 169 deletions
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@ -183,6 +183,9 @@ struct M2Model {
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std::vector<M2Sequence> sequences;
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std::vector<uint32_t> globalSequenceDurations; // Per-global-sequence loop durations (ms)
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// Bone lookup table (vertex bone indices reference this to get global bone index)
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std::vector<uint16_t> boneLookupTable;
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// Rendering
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std::vector<M2Batch> batches;
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std::vector<M2Texture> textures;
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