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docs: UGC search and creations on property and character pages
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -967,6 +967,11 @@ are time taken, so less is better.
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## Properties
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The property page's model list shows each model's icon: for a player-built model (or a car or rocket) the icon the UGC
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server made of it (the item's icon until it has), with its UGC state and a link to it on the UGC page. The character
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page's inventories (models, vault models and the brick building ones included) show creations the same way.
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**UGC Search** (`/ugc_search`, `properties_view`) finds creations and where they are: see docs/UgcServer.md.
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**Today's Top Properties** (Properties page, permission `feature_properties`, default GM 5). The game's news screen has
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four "Today's Top Properties" slots, one per small property world: Block Yard, Nimbus Rock, Chantey Shanty and Raven
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Bluff (from the client's PropertyTemplate and PropertyEntranceComponent tables). A slot only displays what the server
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@@ -1050,6 +1055,11 @@ red. Terrain needs `client_location` to be set.
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tab has the same switches as World 3D where they apply: detail, Terrain, Scenery, Sky, Placed models, Build area,
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Shadows and Hidden objects (off by default), remembered per account.
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**Generated models.** When the UGC server has made a player-built model, the property 3D view draws it from the model
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the UGC server made (the NIF the game client gets), and builds the rest from their LXFML as before; switch
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**Generated models** off in Layers to build every model from its LXFML. The switch shows once the property has a
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made model; a model's Selected tab says which it is drawn from, with its UGC state. See docs/UgcServer.md.
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**Scenery.** The property 3D view (and the showcase's) draws the zone around the property as the game does: every
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scene object's model and the zone's sky, from the game client's files (needs `client_location`). Models load nearest
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first; the detail setting picks the model level of detail, how far objects are drawn (1400/800/450 units), texture
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@@ -256,6 +256,35 @@ or before it was made again, with wireframe, vertex colors and baked lighting sw
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it, the icon now and before, and the stats (triangles per LOD before and after hidden faces were removed, how many
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were removed, vertices, shapes, timings, with the change since the version before).
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### Finding creations and showing them elsewhere
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**UGC Search** (`/ugc_search`, in the menu under Properties, `properties_view`; `?q=` fills the search in) finds
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players' creations with `GET /api/ugc_links/search?q=`. A number matches the UGC / blueprint id, a placed model's
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object id, the property it is placed on, the creator's character or account id, or a LOT (a model placed as that LOT,
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or a car or rocket with that module); text matches the creator's character and account names, property names, the
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name and description a player gave a placed model and the upload's file name. `owner:`, `property:`, `model:`, `id:`
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and `lot:` search one field. Each result has its icon, state, creator and where it is: placed on a property (from
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`properties_contents`), attached to a mail (a car's or rocket's subkey, a model item's blueprint in the attachment's
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config) or in its creator's inventories (their saved XML); anything else is "Not found" (traded, sold or deleted).
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Results, the property page and the character page link to a creation on the UGC page as
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`/ugc?item=<id>&kind=model|modular`, for the page to open that item.
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What the UGC server made shows on the pages that show a creation, to whoever may view that page:
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* The property page: each player-built model's icon, state and link (`GET /api/ugc_links/property/<property id>`).
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* The property 3D view: made models are drawn from their NIF (`GET /api/ugc_links/mesh/<ugc id>?property=`),
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switchable with **Generated models** (see docs/Dashboard.md); the rest from their LXFML.
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* The character page's inventories: creations get their icon and link (`GET /api/ugc_links/character/<character id>`).
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A model item is known by its blueprint (`blueprintid`, which the item now keeps in its saved config as `x@bp`); a car
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or rocket by its subkey (its `ugc_modular_build` id).
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Icons come from `GET /api/ugc_links/icon/model|modular/<id>` (the UGC server's `icon.png`, fetched by the dashboard
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like the `/ugc` page's files). It is served with `properties_view`, for a creation one of your own characters made, or
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with `?property=<id>` / `?character=<id>` naming a page you may view (properties: `properties_view`, or the owner with
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`own_properties`; characters: `characters_view`, or your own) that holds it. Until the UGC server has made an icon the
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pages show the item's own icon.
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## Not done yet
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* Worlds still send every model's LXFML to the client on property load and don't set `renderUserGen`, so the client
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