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- `codegraph init` and `codegraph index` no longer get killed by the safety watchdog at the "Resolving refs" step on large method-name-heavy codebases (big Java/enterprise monorepos were the main victims, especially on slower machines). Resolution used to come up for air only every 500 references, so a dense stretch of expensive ones could starve the watchdog long enough for it to assume the process was stuck and kill a perfectly healthy index. Resolution now checkpoints after every reference, and two of the expensive steps got much cheaper: repeated method lookups on the same type are now cached, and source files are no longer re-split line-by-line for every call being resolved — indexing such repos is several times faster as a result. Generated or minified single-line files are also skipped during receiver-type inference instead of being scanned per call. Thanks @UchihaYong and @wangmeng-95 for the reports. (#1122)
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- `codegraph init` and `codegraph index` no longer get killed by the safety watchdog at the "Resolving refs" step on large method-name-heavy codebases (big Java/enterprise monorepos were the main victims, especially on slower machines). Resolution used to come up for air only every 500 references, so a dense stretch of expensive ones could starve the watchdog long enough for it to assume the process was stuck and kill a perfectly healthy index. Resolution now checkpoints after every reference, and two of the expensive steps got much cheaper: repeated method lookups on the same type are now cached, and source files are no longer re-split line-by-line for every call being resolved — indexing such repos is several times faster as a result. Generated or minified single-line files are also skipped during receiver-type inference instead of being scanned per call. Thanks @UchihaYong and @wangmeng-95 for the reports. (#1122)
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- An index left incomplete by an interrupted run now heals itself on the next sync instead of silently staying wrong forever. If indexing died partway through resolving references (a crash, Ctrl-C, or the watchdog kill fixed above), the affected files still looked indexed but their caller/impact edges were missing — a too-small blast radius clustering by package or module, e.g. a Spring `@Resource`-injected method reporting 3 of its 10 real caller files — and because incremental syncs only re-resolve files that changed, the damage was permanent until a full re-index. Any sync (a watched file change, or a bare `codegraph sync`) now detects the leftover references and finishes resolving them, `codegraph status` warns when an index is in that state instead of passing it off as healthy, and a rare early-stop that could abandon resolution on repos whose first files reference only external libraries is fixed too. Thanks @KnifeOfLife for the report and the package-correlation observation that pinned it down. (#1187)
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- An index left incomplete by an interrupted run now heals itself on the next sync instead of silently staying wrong forever. If indexing died partway through resolving references (a crash, Ctrl-C, or the watchdog kill fixed above), the affected files still looked indexed but their caller/impact edges were missing — a too-small blast radius clustering by package or module, e.g. a Spring `@Resource`-injected method reporting 3 of its 10 real caller files — and because incremental syncs only re-resolve files that changed, the damage was permanent until a full re-index. Any sync (a watched file change, or a bare `codegraph sync`) now detects the leftover references and finishes resolving them, `codegraph status` warns when an index is in that state instead of passing it off as healthy, and a rare early-stop that could abandon resolution on repos whose first files reference only external libraries is fixed too. Thanks @KnifeOfLife for the report and the package-correlation observation that pinned it down. (#1187)
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- CodeGraph's background server no longer leaves a lingering Node process behind when your editor or agent kills its launcher during startup. If the app that started CodeGraph (Codex, Claude Code, or another MCP client) was killed within the server's first fraction of a second — a config probe, a cancelled request, a startup timeout — while keeping the connection's pipes open, the server could be handed off to the system before its orphan-detection watchdog had captured a reference point, leaving it running (idle, ~30 MB) until the launching app itself exited; over a long day of repeated launches these accumulated. The server now records its parent at the earliest possible moment, and the npm and standalone launchers pass the real host's process id down to it so it can watch the host directly instead of only the launcher that may already be gone. As a final backstop, a server that never receives a single request after starting now shuts itself down instead of waiting for the host to exit — tunable with `CODEGRAPH_STARTUP_HANDSHAKE_TIMEOUT_MS` (0 disables). Thanks @ruslan33321 for the report. (#1185)
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- CodeGraph's background server no longer leaves a lingering Node process behind when your editor or agent kills its launcher during startup. If the app that started CodeGraph (Codex, Claude Code, or another MCP client) was killed within the server's first fraction of a second — a config probe, a cancelled request, a startup timeout — while keeping the connection's pipes open, the server could be handed off to the system before its orphan-detection watchdog had captured a reference point, leaving it running (idle, ~30 MB) until the launching app itself exited; over a long day of repeated launches these accumulated. The server now records its parent at the earliest possible moment, and the npm and standalone launchers pass the real host's process id down to it so it can watch the host directly instead of only the launcher that may already be gone. As a final backstop, a server that never receives a single request after starting now shuts itself down instead of waiting for the host to exit — tunable with `CODEGRAPH_STARTUP_HANDSHAKE_TIMEOUT_MS` (0 disables). Thanks @ruslan33321 for the report. (#1185)
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- The automatic context hook for Claude Code now fires for structural questions asked in nearly thirty languages — French, Spanish, Portuguese, German, Italian, Dutch, Polish, Czech, Romanian, Hungarian, Greek, Swedish, Danish, Norwegian, Finnish, Russian, Ukrainian, Turkish, Indonesian, Vietnamese, Thai, Hindi, Arabic, Farsi, Hebrew, Japanese, Korean, and both simplified and traditional Chinese — instead of just English and simplified Chinese. Previously a natural question like "comment marche la state machine des commandes ?" injected nothing unless it happened to contain a code-shaped symbol name, making the hook look broken for non-English teams. English questions phrased with derived word forms ("explain the architecture…", "what are the dependencies…") now fire too, and prompts in any other language still fire when they name a symbol from the index. Thanks @anthonyle-roy-lgtm for the report. (#1126)
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- The automatic context hook for Claude Code now fires for structural questions asked in nearly thirty languages — French, Spanish, Portuguese, German, Italian, Dutch, Polish, Czech, Romanian, Hungarian, Greek, Swedish, Danish, Norwegian, Finnish, Russian, Ukrainian, Turkish, Indonesian, Vietnamese, Thai, Hindi, Arabic, Farsi, Hebrew, Japanese, Korean, and both simplified and traditional Chinese — instead of just English and simplified Chinese. Previously a natural question like "comment marche la state machine des commandes ?" injected nothing unless it happened to contain a code-shaped symbol name, making the hook look broken for non-English teams. English questions phrased with derived word forms ("explain the architecture…", "what are the dependencies…") now fire too, and prompts in any other language still fire when they name a symbol from the index. Thanks @anthonyle-roy-lgtm for the report. (#1126)
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- Lua and Luau method calls with capitalized names (`obj:Method()` — the standard Roblox convention) now link to the right method. Because Lua's method-call syntax looks identical to a Luau type annotation, a capitalized call like `lg:Log()` was misread as declaring the variable's type, so whenever two or more classes shared a method name (`Init`, `Update`, `Destroy`, …) the call was silently dropped from callers, impact/blast-radius, and flow traces. Lowercase method names were unaffected. Thanks @inth3shadows for the precise root-cause analysis and repro. (#1124)
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- Lua and Luau method calls with capitalized names (`obj:Method()` — the standard Roblox convention) now link to the right method. Because Lua's method-call syntax looks identical to a Luau type annotation, a capitalized call like `lg:Log()` was misread as declaring the variable's type, so whenever two or more classes shared a method name (`Init`, `Update`, `Destroy`, …) the call was silently dropped from callers, impact/blast-radius, and flow traces. Lowercase method names were unaffected. Thanks @inth3shadows for the precise root-cause analysis and repro. (#1124)
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