Purge all ran on the UGC server's main thread inside the dashboard's
request: it measured and deleted every stored folder, then updated rows one
by one, and the main thread (downloads, the master link, the database)
waited minutes for it. Now a purge answers at once and a file thread lists,
measures and deletes the folders; the main thread applies what it removed
and updates the rows a few hundred a tick. No new item is started while a
purge runs, and items being made when it starts are left alone, so no worker
writes into a folder being deleted. One purge at a time. The storage cap's
clean-up lists and deletes on the same thread. The UGC page shows the
purge's progress (/status purge).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fmt.property(id, name) links a property's page and adds a small 3D button
straight to its 3D view. Used everywhere a property is linked: the
properties list and top slots, moderation, character pages' related
properties, UGC search and the UGC page's placements, the home page, the
chat log, player reports and report notes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Flair tints are the terrain file's color bytes over 255, times the flair
model's own vertex colors (FlairAssets::AppendRenderBuffer divides by
255.0). The manifests said 63, so in the game shaders' sRGB maths tints
of up to 4 turned the flairs white (Battle Against Frakjaw's leaves).
Conversion format 6, so flair manifests kept by browsers are fetched
again.
- BasicShaders, AlphaAsAlpha and Flair.fx multiply the light by the vertex
color and only then clamp, as the COLOR0 output; the views clamped the
light first, so a light brighter than 1 no longer lifted darker vertex
colors.
- Docs: the flair tint, the clamp, and that AlphaAsAlpha cards show their
backs (Cullmode none) from outside a playable area.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game shader views looked up each shader's technique in the manifest's
"techniques". Property scenery manifests are cached by browsers for a day
(world ones for an hour), so after the update a browser drew the property
view from the manifest the older server had sent, which has no
techniques: every shader fell back to LEGO, whose decal texture alpha
laid the see-through tree, rock and water textures over white vertex
colors. Nimbus Isle came out with white trees, rocks and water, a yellow
build surface and a solid white build border.
- Manifest URLs carry the conversion format the views are written for
(?format=5, scenery-core.js SCENERY_FORMAT), so a kept manifest from
an older server is never used; SceneryCoreJs checks it matches
Scenery.cpp FORMAT_VERSION.
- A manifest without techniques (an older server's) is drawn with the
viewer's own lights and its textureAlpha table instead of every
shader guessed as LEGO.
- A material whose NiAlphaController animates its alpha is drawn at its
highest key. The AnimAlpha shaders now use the material alpha, and
effects resting at 0 in the file (the Venture Explorer's lightning)
had vanished. Conversion format 5.
Checked by rendering the world view of every zone with models and the
property view of every property template (headless, fixed cameras)
before and after, and the Nimbus Isle property with a manifest stripped
of its techniques, which reproduced the white look.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.
A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.
The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.
scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 42 depth renders only saw faces in direct view, so faces reached only by
bounced light (interiors, recesses, rooms seen through openings) were removed.
UgcHsr traces the paths LU Toolbox's Cycles bake traces, directly from points
on each opaque triangle, and removes a triangle only when none of its paths
reaches the sky:
- points in rows along the triangle's longest side, hsr_sample_spacing apart
(0.1143, 7 x 7 on a stud-sized square), at least hsr_min_points (28, the
texels LU Toolbox bakes for a triangle), at most 4096
- hsr_samples (8) paths from each point, at most hsr_bounces (8) bounces, as
Cycles 3.1 samples the bake material (Principled BSDF defaults: Burley
diffuse and GGX specular, defensive sampling, Filter Glossy, 4 glossy
bounces, Russian roulette from the second bounce, ensure_valid_reflection);
no direct sky sampling (Cycles doesn't sample a flat world as a light)
- hsr_ground_plane: LU Toolbox's black box under LDD's floor
- decided per triangle, deterministic per model; triangles without area removed
- the VC pre-pass isn't done
Checked against LU Toolbox's operator in Blender 3.1.2 on the same meshes (27
models, 937,814 triangles): 501,362 removed there, 501,172 here, differences
as large as LU Toolbox's own between seeds. optimize_resolution is retired;
remove_hidden_faces=0 makes the same files as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- resources/*.ini list the 73 settings the catalog knew but the files left
out (dashboard AI helper, backups, metrics, public status, strikes,
property rent and reputation, chat log, contraband, logins...), with
their title, description and default. The test
ShippedFilesListEveryCatalogSetting keeps it that way; with
DLU_WRITE_INI_TEMPLATES=1 it writes the missing ones.
- ConfigSync forgets a setting row when its key has left a file the
server read: from the file, no value set on the dashboard, not a
permission level. Before, rows of removed keys stayed forever.
- Docs: where setting rows come from and when they go, the templates.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A world that still thinks it is connected when CHAT_SERVER_READY arrives sends
its players at once; should that link be the retired chat server's, not yet
noticed as gone, they are sent again once the world reconnects.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/LiveUpdate.md: how to start one, the order, each kind of instance, the
states, routing, moving players and properties, messages, settings, what a
player sees and the limits. SeamlessTransfer.md, Commands.md and Dashboard.md
point to it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With new binaries in place, master moves everything onto them while the
server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to
master):
- database migrations of the new build first; a failure stops there
- UGC finishes the jobs it is running (queued rows stay pending), auth
restarts, chat hands its teams to master for the next chat server; master
starts the new processes and retries ones that don't come back
- once the new chat server is up (CHAT_SERVER_READY) every world connects at
once and sends its players again (LoginSessionNotify resync, no login logged)
- every world instance is replaced with an instance migration: public worlds
and private ones (same password) at once, properties after the old instance
saved and froze the property (MIGRATE_PREPARE: no building, claiming or
saving there any more), activity zones and character select once their
players left or after a wait; empty instances just stop, zones in
prestart_worlds get a new one first
- the dashboard restarts last and picks the status up again
Players land where they stood (position carried in CarriedPlayerState, also on
properties and Moon Base). Draining instances get no new players
(InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the
world list. The order lives in LiveUpdateMachine.h without master state and is
unit tested; master's glue is LiveUpdateCoordinator. Master itself is not
replaced. Message IDs are appended only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
"Clear threat list Trigger Wall" (LOT 13632) on the NS medium property was
drawn as a big red wall: nothing in its data hides it, its client script
does (scripts/02_client/map/general/l_set_invisible.lua sets it invisible in
onRenderComponentReady). The scenery now reads each object's client script
once and treats an object as hidden, like renderDisabled, when a
self:SetVisible{visible = false} is directly in onStartup or
onRenderComponentReady (not under a condition). 12 LOTs match: trigger
volumes, effect containers, a scripted camera, dummies, booty chests (shown
once dug). They show with Hidden objects on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client updates an object's scene graph each frame only when its root
NiNode has the selective update bit (0x02; LWOBaseRenderComponent::Run
0x00d5d770 via NiAVObject::GetSelectiveUpdate 0x00413050). Our roots had
0x110, so a glitter model was updated once when it loaded and its texture
controllers never moved. A model with moving glitter now has 0x102 on its
root and the glitter group's nodes and 0x1A on the glitter shapes, as the
client's own AG ocean; still glitter and everything else keep the flags
they had.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter plastic has its flecks set in it; they catch the light as the view
moves, which LEGO-AnimUV can't do (it can only slide the texture). Drifting
flecks read as something flowing over the brick, so glitter_speed defaults
to 0: still flecks and no controllers. 1 and up still drift.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.
A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.
The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.
scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.
Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.
NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
/reprocessproperty and the dashboard's Reprocess all models mark the
property's models as priority (ugc.priority, migrations mysql 94 and sqlite
77). The UGC server takes priority models first, polls them even when its
queue is full, and puts them at its front, as it does cars and rockets. The
flag clears once a model is made.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A GM 8 command: every brick built model on the property you are on goes
back to the UGC server's queue. Once all are made (at most 15 minutes),
everyone on the property is sent the new mesh checksums and transferred
back into the same zone and clone, so their game loads the property again
and downloads the new meshes. Swapping a model's mesh in place doesn't
work in the client, so the whole property is loaded again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
property_bff_build (off by default, as live): while the owner is in build
mode, their best friends can join it and place, move and pick up models,
build brick by brick and edit behaviors, each from their own inventory.
Only the owner starts build mode; a best friend still in it when the owner
leaves keeps building until they leave it.
The client lets only the property's owner edit, so each player now gets
their own DownloadPropertyData, with their own id as the owner while they
can build, sent again whenever that changes. SetBuildModeConfirmed and
GetModelsOnProperty go to each player instead of everyone. The first
builder makes the property private and pauses the models; the last one
restores them. Saving no longer needs the owner in the world.
A model taken off the property goes to whoever placed it; if they aren't
here it stays placed. Privacy and the property's name stay owner only
(neither was checked before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NULL is the owner (every model placed before this, and dashboard imports).
Read by GetPropertyModels and GetModel, written by InsertNewPropertyModel on
MySQL and SQLite, with a parity test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tested in game: shader_metal 88, shader_brushed 89 and shader_glow 46 are
now the defaults, with brushed_colors defaulting to the drum lacquered
298,300,1002,1004 and transparent_colors to 129. Empty list settings take
the default; none turns a list off. The three shader ids set to 0 still
write live's all-plastic models byte for byte.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sending every model's LXFML at property load and then switching to the
served mesh (served checksum, NotifyClientUGCModelReady, the model
constructed again) left the client drawing its own build. Now made models'
LXFML is left out of the property load again: the client downloads and
draws the served mesh, and when it asks for the HKX it gets the LXFML,
builds the model and loads its own HKX, so the model has collision while
the mesh drawn stays the served one. The load-time switch is removed; the
switch for a model made again while players are there stays.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The zone was saved on a property but the position wasn't (the physics
component kept its own "not a property" check), so logging back in put the
character at their old main world coordinates on the property map, outside
it. Both now use Character::SavesLocationInThisZone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Switching characters keeps the connection (the client sends
CHARACTER_LIST_REQUEST to the world it's in), so the per-client UGC state
(waiting requests, pending mesh switches, the 3-switches-per-model cap)
carried over to the next character. It's now dropped as on a disconnect.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Taken down and constructed again in the same batch, the client dropped the
construction of the object it hadn't deleted yet, and most models
disappeared. The construction now follows a second later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When execl failed in the forked child (seen when WorldServer was being
relinked as a property world was started), the child carried on as a copy of
the master: it logged "WorldServer PID is 0" and kept running, and the
player waiting for that world stayed stuck. The child now reports the error
and exits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A character's location was only saved outside properties, so logging out
on a property and back in always went to the last world before it (as
live). save_property_location=1 (worldconfig.ini, dashboard: world
settings) saves it on properties too, and login returns to that property.
Off by default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DestructEntity for one player (ghosting, or a model constructed again for
one player) also removed the object from the queue of every player still
loading, so a player loading at that moment never got it. Now only the
player it was taken down for loses it from their queue; taking an object
down for everyone still clears it for all.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Constructed right after NotifyClientUGCModelReady, the flush the client does
on its load thread could land after the new object had loaded its mesh, and
most models disappeared. The model is now constructed again 1.5 seconds
later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NotifyClientUGCModelReady only flushes the client's cached NIF, HKX and
LXFML and loads them again as preloads (0x00ca6430): an object already
drawn keeps its mesh, so the switch to the served mesh after a property
load (and a model made again) changed nothing on screen. Now each player
also has the model taken down and constructed again: the new object loads
the NIF, whose cached checksum is the served one (sent first), and the HKX,
whose checksum is still the one the client built, so it keeps collision.
Only models shown to that player are constructed again. Each switch is
logged.
Also corrects the address of the client's brushed steel texture
registration in the docs: 0x00467090 (RegisterBrushedSteelTextures) in
the 1.10.64 client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
color_brightness (percent, default 100: unchanged) scales the models' vertex
colors, not the icons', for servers where the made models look brighter than
they should. transparent_colors names color ids drawn transparent whatever
Materials.xml says: 129 (Tr. Bright Bluish Violet with Glitter) has alpha
255 there, so it came out opaque; a named color gets transparent_opacity.
Both default to off, so models come out byte for byte as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With ugc_manifest_models the world left made models out of the LXFML it
sends when a property loads, so the client never built them and had no HKX:
the UGC server makes no physics, and the HKX request got a 404, so served
models had no collision.
Now every model's LXFML is sent and the client builds each one (NIF and
HKX). For the models whose mesh the UGC server made, once the client has
loaded and 3 seconds after, the world sends it the served NIF's checksum and
NotifyClientUGCModelReady: the client drops what it cached for the model and
asks again, downloads the served mesh (its own NIF no longer matches) and
keeps its own HKX (still matching). An HKX request is answered with the LXFML
too, followed by the same switch, at most 3 times per client and model.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lxfml::NormalizePosition moved only the first bone of each part, and never
the rigid systems, so after a save a flexible part's other bones and every
Rigid kept their world positions while the rest of the model was moved to
its own origin. Now every Bone and every Rigid moves by the same amount, and
the box that places the model holds every bone. Split maps every bone of a
part too, so a rigid system holding only a later bone keeps its brick.
Also:
- a model with no readable bone is kept as it is at the origin instead of
getting a center 10000 up
- the math is done in doubles and numbers are written as the shortest text
that reads back as the same float (-0.4, not -0.400002; 12.1678, not
12.1677)
- bricks and rigid systems come out in the file's order, so the same model
always splits into the same bytes
- parts over 5 MB are normalized like any other (the input is capped at
10 MB), and the loop's safety limit no longer drops every later model
The pivot is still snapped to the 0.8 grid (the bricks don't move in the
world; the model's position stays on the grid), which can put it half a
stud from the middle.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 3D view gets the property page's model actions: Reprocess all models
(ugc_manage), Import LXFML at the file's positions and Remove all models
(properties_import). Not on the showcase view.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's Materials.xml has no brushedSteel or matteSteel colors, so the
Brushed Steel shader (mapShaders 89) was never used. brushed_colors names
color ids to draw with it whatever their type (e.g. the drum lacquered
298, 300, 1002, 1004); a named color wins over the metal and glow colors.
Empty by default. The docs note that the client registers the brushed
reflection and noise textures itself (0x00453730), so the .nif needs none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The property page gets a Reprocess all models button (ugc_manage): every
model placed on the property goes back to the UGC server's queue, made
again with the current settings (/api/ugc/reprocess with {property}).
Import models gets Remove all models (properties_import): deletes every
model placed on the property after the property id is typed in, refused
while the property is loaded in a world, as import is.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::ShaderLookFor knows Polished Metal (98), Brushed Steel (99) and
LEGO-Emissive (53). The UGC mesh route sends each mesh's look (from its
multishader tag), and the UGC 3D view draws metal as reflective and glow
unlit. The zone views draw LEGO-Emissive objects going to their vertex
color by its alpha, as the shader does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.
All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.
The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Shader 94 ("Basic") draws with vertex colors: its class's technique setup
names Technique_Basic_Lighting_VertColor, as 38 "Basic VC" does. The views
treated it as having none, so Nimbus Station's glom pines (tag S84) came
out as their grey texture, white. The other shader looks in use were
checked the same way (33, 35, 37, 70, 82, 84, 105 hold).
- Two layer shaders: NiTexturingProperty's dark texture and the UV set each
texture's flags name are read, and the views draw "Two Layers Blended" as
the dark texture under the base one by the vertex alpha (no longer as
opacity) and "Two Textures Added" as in TwoLayersAdded_PS. Avant Gardens'
snowy grass mounds were see-through hills. The client ships no technique
for the blended ones, so that blend follows the meshes' data.
- The near plane follows how far out the camera is (distance / 400, 0.5 to
20) instead of a fixed 0.5 over a far plane in the thousands, so ground
overlays, floor rings and road pieces stop fighting in far views.
- Conversion format 3 (new model data), so kept conversions are made again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The textured terrain in the world and property 3D views now takes the
lighting the scenery uses (the scene's sun and ambient light, blending as
the focus moves between scenes), as TiledDetailDiffuse_4_PS does: the
blended textures times the diffuse map times two times the clamped vertex
light, times the blend alpha. Until a manifest brings the lighting, the
terrain keeps its own light.
Checked against the client (RAWReadColorandLightMaps 0x0102e3e0 and the
texture map reader at 0x0103aaf0): the game's diffuse map and blend map are
DDS copies of the color and texture maps the views use (same pixels on the
Avant Gardens chunks compared), so the dark patches and the steep drops at
the plateau's edges are in the terrain file itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Starts the property over as it's saved: fetched again, every model back in
its place and not smashed, behaviors stopped, the log and the selection
cleared, and the view framed on the plot.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A "Scenes" choice in the world and property 3D views: every scene (as
before), the scenes the game keeps loaded around the camera or the followed
player (the scene under it from the terrain's scene map, the scenes its
transitions connect to, and the global scene, following as it moves), or
scenes picked from a list (world view). The lighting blends to the lighting
of the scene under the focus, as the client blends between scenes.
The scenery manifest now carries each object's scene, the zone's scenes with
their neighbours and lighting, and the scene map as runs (37 KB for Avant
Gardens); scenery-core.js finds the scene at a point exactly as ZoneScenes
does (checked against it on 2000 points of Avant Gardens).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>