Two follow-ups on yesterday's^Wthis morning's CollisionSet write-up.
1. The _cmesh <-> render-model link, which I recorded as UNTESTED because
matching stems against .xbg object names covered 4 of 158. The disc keeps
only one build manifest, so that corpus was never going to answer it. The
right corpus is the GameResourceID field of the DefTables / GP_MAIN_GAME
records -- 480 distinct values. Against those, with a control that shuffles
the characters of each stem:
ship/mob stems prefixed by a real resource id 108/112 = 96.4%
same stems, characters shuffled (control) 0/112 = 0.0%
asteroid stems prefixed (expected none) 0/46
So a CollisionSet entry is <GameResourceID>[_<part>]_cmesh. The 0/46 on
asteroids matters as much as the 108/112: a test that fired on everything
would be the bound-check hazard again.
2. The world unit. Sweeping every pak for a name carrying a kilometre figure
returns mapmesh_box_500km.col/.rgn and nothing else -- 162 references, all to
that one pair. The reading rests on a single filename with no corroborating
instance anywhere in the data, so no static test can settle it; marking it
blocked on the oracle rather than leaving it as an open static question.
My objection's premise did survive: rou_e010 is a real GameResourceID and
e010_ADAN_Attacker_S is in the stage tables, so the 133-unit mesh does belong
to a craft the game calls an attacker. Whether the trailing _S means "small"
is a further guess (there are _EX4 / _HF / _HF_Wayne variants), so it stays
suggestive rather than evidence.
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