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Engine: no static prop disk lighting on web (in-game crash, garbage colors) - #18

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matthewcodergamer merged 1 commit into
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render360/iphone-baseline-lowmem
Oct 9, 2026
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matthewcodergamer merged 1 commit into
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render360/iphone-baseline-lowmem

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New Game now loads testchmb_a_00 and renders it on iPhone. Props, however, drew with green/blue garbage, and the frame crashed in CMeshDX8::SetColorStreamState while CStaticPropMgr::DrawStaticProps drew a static prop with an invalid color mesh.

Static prop vertex lighting (.vhv) is loaded through the async filesystem into DataCache-managed color meshes. In the browser build, those meshes were used before they were valid or after they were released. On the web build, r_proplightingfromdisk now defaults to 0, so props use regular model lighting.

Includes the tap-crash fix (touch finger ids mapped to slots) if PR #17 was merged before it.

🤖 Generated with Claude Code

https://claude.ai/code/session_01Qy5DKdwTqGQqScWvJyNcft


Generated by Claude Code

…olors)

New Game now loads testchmb_a_00 and renders the chamber on iPhone, but
props drew with green/blue garbage and the frame crashed in
CMeshDX8::SetColorStreamState <- CMeshDX8::Draw <- R_StudioDrawGroupHWSkin
<- DrawModelStaticProp <- CStaticPropMgr::DrawStaticProps: the static
prop's color mesh pointer was invalid.

Static prop vertex lighting (.vhv) is read through the async filesystem
into DataCache-managed, pooled color meshes; in the browser build props
were drawn with color meshes that were not valid yet or already released.
On the web build r_proplightingfromdisk now defaults to 0, so no color
meshes are created and props use regular model lighting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Qy5DKdwTqGQqScWvJyNcft

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portal-iphone-staging — 7fe94906 Deployed Oct 9, 2026 by matthewcodergamer via Deploy iPhone staging page #316
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