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Update guiMissionArea.cpp
simplify logic around skipping objects that push the mLevelBounds outside F32_MAX
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1 changed files with 2 additions and 7 deletions
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@ -350,16 +350,11 @@ void GuiMissionAreaCtrl::updateLevelBitmap()
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if (!obj)
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continue;
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// Skip if bounds are too large (e.g., GroundPlane or visual-only objects)
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const Box3F& box = obj->getWorldBox();
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const F32 maxSizeThreshold = 2048.0f; // or tweak for your game scale
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VectorF extents = box.getExtents();
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if (extents.x > maxSizeThreshold || extents.y > maxSizeThreshold)
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if (obj->isGlobalBounds())
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continue;
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// Merge bounds
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mLevelBounds.intersect(box);
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mLevelBounds.intersect(obj->getWorldBox());
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}
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const F32 minSize = 256.0f;
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