## Why
In CI, `models_legendary` was the slowest chunk of the website build (65 min on 2026-11-08), slower than `models_tanks` (49 min) even though there are far fewer camouflages (443) than tanks (738). In the CI log, each camouflage takes longer than the last, from about 8 s at the start to about 50 s near the end, which looked like a leak.
It isn't a leak:
- Nothing is kept between routes (no module-level caches) and the file reader caches nothing.
- The camouflages later in the list are heavier: newer tanks with more parts and textures.
- All the work is JavaScript on one thread, so Astro's 4 routes at a time take turns on one core. Each route's time also includes waiting for the other three. The build only kept about 1 core busy.
A CPU profile of one heavy camouflage (1224, 52 s) showed where the time goes:
- **About 60% in `readTexture`:** decoding DDS textures in our own decoder (`core/src/streams/dds.ts`).
- **About 16% in `crc32`:** checksumming every `.dvpl` game file with the pure-JavaScript `crc` package.
- **Repeated work:** that camouflage decoded 32 textures, but only 8 different files. Every part decodes the camouflage's shared atlas again (4 textures × 7 parts).
## What changed
### DDS decoder (`packages/core/src/streams/dds.ts`)
The old decoder allocated at almost every step:
- for every pixel, a new 4-value array (`[...color, alpha]`), then `forEach` + `Math.round`;
- for every block, a closure plus palette objects built with `.map()` and spread;
- for every small read (2–8 bytes), a byte copy through `consumeUint8Array`;
- every loop through lodash `times()`, adding a function call per block and per pixel.
A 2048×2048 texture has 4 million pixels in 262,000 blocks, so that meant tens of millions of allocations and calls per texture, all on the single JavaScript thread.
`decodeBlocks` now:
- reads the file's bytes in place;
- works out each block's palette once into two reused 16-byte buffers;
- writes the pixels straight into the output with plain loops.
The output is unchanged. Palette values use the same formulas in the same order (for example `(2 * c0 + c1) / 3`) and are rounded with the same `Math.round(value * 255)`. Rounding once per palette entry gives the same bytes as rounding once per pixel. Two old quirks are kept on purpose:
- BC1 is treated as transparent when `color0 < color1` (the standard says `<=`).
- BC3's 6-alpha mode stores `255` for index 7, which wraps to `1` as a byte (the standard value is opaque). This is marked in a comment and left for a separate fix, because fixing it changes some textures.
### Texture reuse (`[...chunk_models_tanks]/[id]/model.glb.ts`)
`cachedImage` keeps the last 64 finished textures (encoded images), keyed by reader and file path, and wraps `readBaseColor`, `readOcclusion`, `readRoughnessMetallic` and `readNormal`. Repeat requests reuse the same image instead of decoding and encoding again. The cap keeps memory from growing over the build. The logic inside the four readers is unchanged; they're only re-indented.
### DVPL checksum (`packages/core/src/blitz/readDVPL.ts`)
`Bun.hash.crc32` replaces the `crc` package and gives the same values. `readDVPL` only runs under Bun (every caller reads through `LocalVFS`, which already uses `Bun.file`). `crc` is removed from core's dependencies; the scripts package still uses it.
## Timings
All local timings are on the same Mac, one after another, with nothing else heavy running.
### Full builds
"Before" for a local build is CI time ÷ 1.5, which matches the real ~40-minute local camouflage build of main.
| Build | CI on main (2026-11-08) | Before, local (CI ÷ 1.5) | After, local | Speed-up |
|---|---|---|---|---|
| models_tanks | 49 min | ~33 min | 6 min 37 s | ~4.9× |
| models_legendary | 65 min | ~43 min | 4 min 52 s | ~8.9× |
With the 2026-11-10 production run (58 and 57 min), it's ~5.8× for tanks and ~7.8× for camouflages.
The camouflage build after each step, locally:
| Stage | models_legendary |
|---|---|
| main (real local build) | ~40 min |
| Texture reuse + checksum | 32 min 24 s |
| + DDS decoder | 4 min 52 s |
### Samples (main against this change, same machine)
| Sample | main | After | Speed-up | Identical |
|---|---|---|---|---|
| 30 DDS textures (BC1/BC2/BC3, incl. sRGB) | 6.1 s | 0.3 s | ~20× | 30/30 |
| 5 heavy late camouflages from CI | 124.6 s | 13.4 s | ~9.3× | 5/5 |
| 45 camouflages (every 10th in build order) | 258.5 s | 77.2 s | ~3.35× | 45/45 |
| 29 tanks (15 slowest in CI + 14 spread) | 105.3 s | 43.6 s | ~2.4× | 29/29 |
The 5 heavy camouflages after each step:
| Camouflage | main | Texture reuse | + checksum | + DDS decoder |
|---|---|---|---|---|
| 1224 | 49.7 s | 6.2 s | 6.4 s | 3.2 s |
| 2146 | 17.2 s | 6.3 s | 6.4 s | 2.9 s |
| 2122 | 31.4 s | 7.5 s | 5.9 s | 2.6 s |
| 2143 | 16.9 s | 10.1 s | 6.1 s | 2.8 s |
| 2059 | 9.6 s | 5.8 s | 4.1 s | 1.9 s |
| **Total** | **124.6 s** | **36.0 s** | **28.9 s** | **13.4 s** |
The single-camouflage speed-up (3.35× on the 45-camouflage sample) is smaller than the full-build one (~8×). With decoding no longer holding the JavaScript thread, Astro's 4 routes at a time overlap instead of queuing, and sharp's threads run alongside them.
### Full site build (`CHUNK=*`, all chunks one after another)
36 min 36 s, 0 errors, 21,613 routes, peak memory 4.6 GB.
| Chunk | Time |
|---|---|
| api | ~4.3 min |
| models_tanks | ~6.1 min |
| models_legendary | ~4.6 min |
| default (pages, 9 locales) | ~21 min |
### CPU and memory
- The tank build used 1,183 s of CPU in 397 s, so about 3 cores busy on average; before, it was about 1.
- Peak memory was 3.5 GB for the tank build and 4.6 GB for the full site.
- CI runners have 4 cores and 16 GB, so this fits. No threads or processes were added: Astro's concurrency (4) and sharp's threading are unchanged.
## What this means for CI
The chunks run as parallel jobs, so the website build takes as long as its slowest chunk. Before, that was `models_legendary` at about 65 min. Using CI ≈ 1.5× local, tank models should take about 10 min and camouflages about 7–8 min. `default` (about 36 min in CI) becomes the slowest chunk, so the whole build should drop from about 65 min to about 36. This is an estimate until the next CI run.
## Checked
- Byte-identical GLBs (SHA-1) for 45 camouflages and 29 tanks against main, and decoded pixels for 30 DDS textures.
- A full site build finishes with no errors.
- Animations and particles are unaffected: the camouflage GLBs, including their animation data, are byte-identical.
- Sockets bound to a joint now sit right on the joint, as in game. Only the skeleton's own children are bound. This fixes the WZ-114 gun barrels collapsing.
- Clips keep their full duration when it runs past their last key.
- Part states are kept per entity and exported on each part's own switchers, so parts with matching names can't overwrite each other.
- A finished one-shot animation now stops on whatever it switched to, as in game. It only keeps looping if it changes nothing.
- Delayed actions run in delay order.
- Inline the camouflage preset lookup instead of a one-off `camouflagePreset` helper
- Move the `primitive` override into the `jsxTree` mergers, so `skinTree` takes plain mergers and falls back to `<primitive>` like the mesh and group defaults
Legendary camo add-ons now loop their garage animation in the Tankopedia viewer. It's always on, with no settings.
- The garage replay now also works out which motions end up looping, and the export writes only those clips
- Customization parts export skeletons, skin weights and sockets
- Parts render as primitives so their bones can animate, with attachments layered on top
- Base tank models are unchanged
Unlit `Textured` materials loaded as `MeshBasicMaterial`, so they stayed bright while the lights receded during a camouflage switch (E 100 legendary camouflage).
- `Textured` materials now export as standard materials with the base color texture as emissive and a black base color, so they look the same as before.
- The Tankopedia model fades their emissive intensity with the lighting transition.
- Additive blending applies to these parts again, since they are standard materials.
- Tankopedia state uses `loaders: { model, skin, attachment }` with `requested` and `loaded`
- useSkin swaps the camouflage halfway through the lighting transition for both cached and downloaded skins
- Remove the leftover "Unreleased" camouflage name handling
Fixes a batch of legendary camouflage problems in the Tankopedia viewer, adds three missing unique camouflages and lets attachments be shown together with a camouflage.
## Camouflage parts (state switchers)
- Camouflages now choose which tank pieces show the same way the game does. Each switcher's load-time scenario script runs at export time (checks for attached camouflage items, or compares the camouflage preset), along with its state-switch actions. This replaces the old guess from part names (new `core/blitzkit/switcherStates.ts`).
- Fixes missing roof MGs, fenders and fuel tanks (IS-3 Bear, Obj. 140 Terror, IS-7, IS-4, FV215b 183, AMX 50 B, KV-1S) and default parts mixed into camouflages (Pershing Speedfire, Forest Witch Fullmetal, Waffenträger Goldstreifen).
- Switchers inside camouflage parts now show one state instead of all of them stacked (Obj. Kust double net, Goldstreifen stowage, Tiger II cat).
- States are matched by original node names, because the GLTF loader renames duplicates.
- Camouflage part meshes with no LODs (`lodIndex -1`) are kept, which restores the Tiger II cat body and missing pieces on about 11 other camouflages.
## Materials
- `AlphaBlend` materials export as transparent. `AlphaBlendAdditive` materials export as additive and are applied in `jsxTree`, and unlit `Textured` materials export as unlit (IS-8 Raroh flames, dinosaur holograms, and glass and screens on a few base tanks).
- Camouflage part materials that share a name with the tank's material no longer replace the tank's camouflage material (Bisonte C45 Unbreakable).
## Names
- With a legendary camouflage selected, the title shows the tank's in-battle name ("GuP Type 95 Ha-Go", "KV-1 Warrior", "Shinobi").
- Camouflages without a name in the game files yet show "Unreleased" in orange instead of their raw string key, and no longer crash the tank names list.
## Attachments
- Attachments (`kind: customization`) are listed in their own group under the camouflages and can be turned on together with a camouflage. They load the same way as camouflages and fade with the same transition.
## Other
- Liberté, You Rock! and Ozzie (single-tank camouflages that only set a preset through `override`) are now available.
- Mastery gun mark meshes (`custom_gun_marks_*`) are no longer drawn (Helsing, HWT20 FalconFire and two camouflage guns).
## Not included
- Pixel Wave, Digital Trace and Forest Shadow are tiled pattern camouflages, which the viewer can't render yet.
- FV301 Corbie's drone position and the dinosaur heads' glow depend on camouflage animations and emissive materials, which are separate PRs.
Fixes#417Fixes#419Fixes#421