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refactor(ugc): remove the path traced hidden-face method; the renders are the only one
The path tracer that imitated LU Toolbox's Remove Hidden Faces took 17 to 100 times as long as the renders from 42 directions around the model, too heavy to use. It goes with its settings (hsr_method, hsr_samples, hsr_bounces, hsr_sample_spacing, hsr_min_points), its side by side tracing for GPUs and its tests. The renders (UgcRender::VisibleFromAround) remove hidden faces as before that method existed; their size is hsr_resolution (1024), and the memory estimate counts their buffers again. The hidden-face method is no longer a processing option: the dashboard's picker, /reprocessproperty and --make-model take only the ray backend (the occlusion's) and denoising. Options stored before (made_options, process_options, ugc_process_runs, --make-model arguments) that name toolbox or fast still parse; the word is skipped. Check: the settings page has no hsr_method or path settings and has hsr_resolution; /reprocessproperty embree toolbox still works (toolbox ignored); models made with the defaults keep their hashes (UGC tests). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -137,7 +137,7 @@ These commands are primarily for development and testing. The usage of many of t
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|resurrect|`/resurrect`|Resurrects the player.|8|
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|setminifig|`/setminifig <body part> <minifig item id>`|Alters your player's minifig. Body part can be one of "Eyebrows", "Eyes", "HairColor", "HairStyle", "Pants", "LeftHand", "Mouth", "RightHand", "Shirt", or "Hands". Changing minifig parts could break the character so this command is limited to GMs.|1|
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|testmap|`/testmap <zone> (clone-id) (instance-id) (spawn-point)`|Transfers you to the given zone by id and clone id and then spawns you at the specified spawn point if one was specified. Ignores instance-id for now. Aliases: `/tm`.|1|
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|reprocessproperty|`/reprocessproperty [builtin\|embree\|hiprt] [toolbox\|fast] [off\|oidn]`|Has the UGC server make every brick built model on the property you are on again, with the current UGC settings or the processing options given, in any order (ray backend, hidden-face method, denoising; see docs/UgcServer.md, "Processing options"). When they are all made (at most 15 minutes), everyone on the property is sent back into it, so their game downloads the new meshes. Aliases: `/reloadpropertymodels`.|8|
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|reprocessproperty|`/reprocessproperty [builtin\|embree\|hiprt] [off\|oidn]`|Has the UGC server make every brick built model on the property you are on again, with the current UGC settings or the processing options given, in any order (ray backend, denoising; see docs/UgcServer.md, "Processing options"). When they are all made (at most 15 minutes), everyone on the property is sent back into it, so their game downloads the new meshes. Aliases: `/reloadpropertymodels`.|8|
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|reportproxphys|`/reportproxphys`|Prints to console the position and radius of proximity sensors.|9|
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|spawnphysicsverts|`/spawnphysicsverts`|Spawns a 1x1 brick at all vertices of phantom physics objects|8|
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|teleport|`/teleport <x/source player> (y) <z/target player>`|Teleports you. If no Y is given, you are teleported to the height of the terrain or physics object at (x, z). Any of the coordinates can use the syntax of an exact position (10.0), or a relative position (~+10.0). A ~ means use the current value of that axis as the base value. Addition or subtraction is supported (~+10) (~-10). If source player and target player are players that exist in the world, then the source player will be teleported to target player. Aliases: `/tele`, `/tp`.|6|
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