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refactor(ugc): Embree is required; the hand-written ray hierarchies are gone
Embree 4 (always built) replaces the UGC server's own bounding volume hierarchies (the nearest-hit one and the occlusion rays' any-hit one), with no fallback to them. ray_backend is embree (default) or hiprt (optional build; Embree when it can't be used). Settings, stored options and stats that say builtin still read: it is embree (UgcRays::Parse, UgcProcessOptions::Parse). The dashboard's picker, /reprocessproperty and --make-model offer embree and hiprt. Tests: the backends are compared with Embree (hiprt when built), Embree against rays whose hits are known, and the clutter's occlusion against what the old hierarchy worked out (296 vertices summing to 114.5, 26 open, 183 dark); the pinned model hashes are unchanged with Embree. Check: ray_backend=builtin in an ini still starts and uses embree; the settings page offers Embree and HIPRT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -497,7 +497,7 @@ void SlashCommandHandler::Startup() {
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Command ReprocessPropertyCommand{
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.help = "Make this property's models again and reload it",
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.info = "The UGC server makes every model placed on the property you are on again, with the current UGC settings or the processing options given (in any order: builtin, embree or hiprt; off or oidn). Once they are made, everyone on the property is sent back into it, so their game loads the new meshes",
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.info = "The UGC server makes every model placed on the property you are on again, with the current UGC settings or the processing options given (in any order: embree or hiprt; off or oidn). Once they are made, everyone on the property is sent back into it, so their game loads the new meshes",
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.aliases = { "reprocessproperty", "reloadpropertymodels" },
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.handle = DEVGMCommands::ReprocessProperty,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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