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feat(dashboard): icon editor for any item, built from the parameter list
The editor on the UGC page works for player models as well as cars and rockets: its sliders come from /api/ugc/icon/params (UgcIconParams), it shows the item's kind (player models, or the build type named from the client's data), previews with the UGC server, and saves the kind's preset or the item's own values, resets them and draws a kind's icons again. The light settings whose defaults changed have new names (icon_world_light, icon_sun_light, icon_shadow_strength), so the darker values in existing ugcconfig.ini files no longer apply. Request ids are read safely (a missing id crashed the dashboard). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -83,8 +83,8 @@ glow_strength=6
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icon_size=128
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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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# icon_sun_yaw, icon_sun_pitch, icon_sun_light, icon_world_light, icon_fill, icon_specular, icon_shininess,
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# icon_exposure, icon_contrast, icon_shadow_strength, 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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