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feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
Brighter icons: a world light, a fill from the camera, a highlight, exposure and contrast; with the defaults the icons' mean luminance matches the game's own model icons (118 against 120 on a scratch set). Every icon parameter is listed once (UgcIconParams: key, setting, range, default); the settings, the dashboard's settings entries and the icon editor come from that list. Presets per kind (player models, each car or rocket build type from ModularBuildComponent) and overrides per model or module combination are in ugc_icon_settings. Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last save before they're made (ugc.process_after); a client asking for one, the owner leaving the world or a reset ends the wait. Cars and rockets: one icon per combination of modules (sorted LOTs), shared by every build of it; builds of a combination made already are marked made right away, the client's per-blueprint downloads serve the shared files. The dashboard can delete one item's files, purge by filter or all, preview icons with any values on the UGC server (/admin routes, master password), save presets and overrides, and draw a kind's icons again (icons only). Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard editor's lighting controls in the page script (routes are there), docs for it, the empty-model state, /ugc?item= links, the shared fetch helper; the storage size and property loading bugs are next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -88,3 +88,8 @@ mute_restrict_mail=1
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mute_restrict_trade=1
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# 0 or 1, automatically reject character and pet names submitted while muted
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mute_auto_reject_names=1
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# The UGC server makes a saved property model this many seconds after its owner's last save (each save starts the wait
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# again for all their waiting models), or as soon as a game client asks for it or the owner leaves the world. 0: right
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# away. See docs/UgcServer.md.
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ugc_debounce_seconds=120
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@@ -78,21 +78,13 @@ ao_distance=5
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ao_strength=1
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glow_strength=6
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# Icons, set up like LU Toolbox's icon renderer: size in pixels, the camera's angle around (yaw, from the model's
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# front) and above (pitch) in degrees, its field of view, the empty border (1 fills the icon), the sun's angles and
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# strength, the world light and shadows. A player model's icon is drawn from its finished .nif (LOD 0), so it shows
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# its colors, variation and baked lighting exactly as the game does. icon_ao: ambient occlusion for car and rocket
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# icons (player models have theirs baked in). Modular builds (cars, rockets) have their own camera angles.
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# Icons: size in pixels. A player model's icon is drawn from its finished .nif (LOD 0), a car or rocket's from its
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# modules' meshes put together.
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icon_size=128
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icon_yaw=53.36
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icon_pitch=19.54
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icon_fov=39.6
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icon_margin=1.03
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icon_sun_yaw=21
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icon_sun_pitch=50.3
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icon_sun_strength=2.5
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icon_ambient=0.192
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icon_shadows=1
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icon_ao=1
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modular_icon_yaw=53.36
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modular_icon_pitch=19.54
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# How icons are framed and lit: icon_yaw, icon_pitch, icon_fov, icon_margin, icon_offset_x, icon_offset_y,
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# icon_sun_yaw, icon_sun_pitch, icon_sun_strength, icon_ambient, icon_fill, icon_specular, icon_shininess,
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# icon_exposure, icon_contrast, icon_shadows, icon_ao_strength. Their defaults (the framing from LU Toolbox's icon
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# renderer, the light matched to the game's own model icons) and ranges are listed once in the server
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# (UgcIconParams) and on the dashboard's settings page; set one here only to change it. The dashboard's icon editor
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# also keeps presets for player models and each car or rocket type, and overrides for single items, in the database.
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