Commit Graph

197 Commits

Author SHA1 Message Date
Aaron Kimbrell
3526ee2eb0 revert(world): the edit mode world
This reverts commit f6914940. The client's level editor builds a zone's objects
itself from its own files, so a world server that constructs none of them has no use.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 19:34:43 -06:00
Aaron Kimbrell
a4c4c24a5c feat(dashboard): the zone file API, with zone edit locks
/api/v1/zones/{zoneId}: send a zone's edited files (multipart), follow the reload,
list, restore and clear the zone's sets, and take, release and look at its lock.
Every request needs an API key that names the zones_publish permission, an owner at
zone_publish_gm_level, and HTTPS or the server's own machine; refusals are counted
per address and every use is in the audit log. A publish is checked at its headers
before any of its body is taken, the files are checked and written on a worker
thread, and the zone's instances are replaced through the world reload, held while
players are there unless told to move them.

The Worlds page lists each zone's editors and lock holder for an admin.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 19:34:43 -06:00
Aaron Kimbrell
f6914940c1 feat(world): an edit mode world constructs none of the zone's objects
With -editmode 1 the world loads the zone file, terrain scene map, navmesh and
level revisions, but makes no level objects, carver blockers, spawners, spawner
networks, triggers, vanity objects or live event objects. The zone control
object stays with the zone's own template, as the client makes the same one
itself (LevelManager::LoadZoneControlObject, 0x01082660); its server script
does nothing and a race track's does not take the player into a race. Such a
world lets in only accounts at editor_gm_level.

Plumbing only: no command starts an edit mode instance yet (docs/EditMode.md).

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 17:34:13 -06:00
Aaron Kimbrell
ff4faed7ed doc: SeamlessTransfer: what a second construction of the local player does, and the seamless mode's changes
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 15:15:16 -06:00
Aaron Kimbrell
b466c08ee2 Merge origin/main into experimental: behaviors, raw terrain scene lookups, property model fixes, player count
Main's model behaviors (every rotation, DoDamage, OnTimer, OnStartup, MoveBackToStart, moves along the model's
local axes), raw terrain reading with scene lookups and scene tools, property model and brick by brick fixes and the
chat server's player count fix, merged onto this branch's structures:

- game messages stay structs; the angular velocity messages join them and the handler sets a message's target
- strips own their speed again and the block names, moves and rotations stay in the shared action table
  (PropertyBehaviorActions, which the dashboard's behavior player reads; it now lists rotations too)
- the zone keeps reading its file through ZoneFile and takes the boundaries from it, then loads the raw terrain as main
  does; the old dNavigation terrain reader is gone
- the show all response stays a struct and logs a player count mismatch as main does
- the property management component tells models who sent a chat message

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 10:57:45 -06:00
Aaron Kimbrell
9bf2ff4d44 feat: Raw reading on zone load and scene tools (#1910)
* feat: raw terrain parsing for scene data

Replace old dNavigation/dTerrain raw parser with new Raw module in
dZoneManager. Parse heightmaps, color maps, and scene maps from .raw
files to determine which scene a position belongs to. Build scene
adjacency graph from terrain data and scene transitions.

Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain
mesh generation with OBJ export, and debug slash commands for scene
visualization.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* refactor: deduplicate terrain grid lookup logic, remove unnecessary cast

Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos()
to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition,
SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline
math. Remove unnecessary static_cast in LoadSceneTransitionInfo.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: add version < 32 support to raw terrain parser

The parser was only correct for v32 files. For v<32:
- colorMapResolution is width-1, not width
- Color map reads width*width*4 bytes (BGRA per-pixel), not colorMapRes^2*4
- No DDS lightmap
- No texture settings byte or blend DDS
- Scene map: v31 reads (colorMapRes+1)^2 cells with border skip,
  v<31 skips 1 byte
- No mesh data

Verified against all 309 .raw files across multiple client versions.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: log and reject legacy raw terrain format, clean up ReadRaw API

Log a clear message and throw if the zone uses a legacy raw format
(LUZ version < 30) since no known maps use it. Remove ReadLegacyRaw
and the mapVersion parameter from ReadRaw.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: revert v33 scene field renames to unknown1/unknown2

These fields are skipped by the client in every known build (ptr += 12
and ptr += 4). No client ever reads them into a struct. Keep the
original unknown1/unknown2 names from main.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: load the zone without scene lookups when its raw terrain is missing or unreadable

Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: look up the scene at a position as the client does, in constant time

Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* feat: scene point commands take a step and use brick LOTs from the BrickIDTable

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* chore: rename NiColor::ToXYZ to Luminance

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* test: raw terrain reading, scene lookup, scene graph and scene commands

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* test: close the OBJ file before removing it so the test passes on Windows

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: keep the zone boundary lines and read the luz scene count as the client does

Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: name the fourth flair colour byte padding

The client never sets or reads it, so it holds leftover memory.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: keep the scene map of version 31 and older raws

These files have a (resolution + 1)^2 scene map, kept in sceneMapLegacy. Version 31 uses its first resolution rows and columns; older versions are all scene 0, as in the client.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* refactor: simplify the raw heightmap size check

The dimensions are capped at kMaxResolution, so the product can't overflow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* chore: remove the scene point spawn commands and send /getadjacentscenes as one message

The spawn commands were only for testing. /getscene and /getadjacentscenes stay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-10-27 09:22:28 -05:00
Aaron Kimbrell
18d4b82bca feat(dashboard): Database Usage page
Totals and disk free, a size chart over a day, week or month, the
fastest-growing tables and every table with sorting. The time chart takes
a timeLabel for ranges longer than a day.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:57:55 -05:00
Aaron Kimbrell
41ebf3d82d docs: issue tracker: issues 964 and 1352
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 04:55:17 -05:00
Aaron Kimbrell
e42d44c804 feat(dashboard): queue_on_property_save setting and the models waiting for their property to be saved
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 03:16:56 -05:00
Aaron Kimbrell
3e5acd42ab feat(ugc): the color variation settings apply to LU Toolbox in Blender too
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:49:47 -05:00
Aaron Kimbrell
9bcc132dde fix(dashboard): UGC page: Make again with… replaces the option pickers that looked like settings; a model's makes listed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 21:27:57 -05:00
Aaron Kimbrell
1a5b366b90 doc: Dashboard: update check
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 10:47:58 -05:00
Aaron Kimbrell
6afcfed7ff Merge exp/property-replay: property models, info and behaviours in capture replays
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:54:20 -05:00
Aaron Kimbrell
111f48f411 docs(capture): properties in a capture
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:52:35 -05:00
Aaron Kimbrell
c01828a3bb Merge exp/decoder-live-check: replica decoders checked on live captures, moving platform/pet/model wire fixes 2026-09-30 08:40:02 -05:00
Aaron Kimbrell
b42f1e09c8 docs(capture): replica decoding against live captures, in-game checks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:39:33 -05:00
Aaron Kimbrell
1657ca006d feat(chat-filter): the server filters phrases in normal chat both ways
The client's word check before sending is a light one; the server is the full filter. In normal (whitelist) chat, block list phrases are now stopped even when each word is allowed, and allowed phrases (from the dashboard or a line with spaces in the allowed words file) let their words through together. The dashboard can allow phrases and its message test explains both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:27:14 -05:00
Aaron Kimbrell
9658014b4f docs(chat-filter): block list file, portable format, phrases
How to build blocklist.dcf from blocklist.txt and where it goes, the
version 3 layout and hash, what happens to old files, and blocked
phrases; README "This branch" line. issue 215

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:05:26 -05:00
Aaron Kimbrell
4d7bea6f06 test(capture): decoder coverage, replica read-back and generator check; docs
Every LU MessageType has a struct or is listed as never used by this server; every game message struct reads;
samples of each family and of sent game messages read back; replica constructions, updates and destructions written
by the server's own serializers read back. Generator finds constructors defined in the .cpp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 06:32:46 -05:00
Aaron Kimbrell
5d3adfc683 docs: activity matchmaking across worlds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 04:29:59 -05:00
Aaron Kimbrell
9a4282e6b3 docs: properties stay out of live updates and world reloads
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 04:29:54 -05:00
Aaron Kimbrell
c6831ac80e fix(dashboard): light the UGC model view like the game
Metal was drawn with metalness 1 in the room environment at half strength with one
sun, so metal groups came out nearly black. The game's metal keeps the vertex
color (lit, plus a reflection tinted by it), so metal is now part metal with a
stronger reflection, the environment is brighter and a sky over ground fill
lights the sides away from the sun.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 03:50:37 -05:00
Aaron Kimbrell
19b6443fb4 fix(ugc): metal look only from the client's material types
LU Toolbox's metallic table also has colors the client's Materials.xml types
shinyPlastic, such as 131, the grey of many baseplates, so whole baseplates went
into S88_Metal_Model. Metal now comes from the Materials.xml types (shinySteel)
and the settings' colors only; the table still gives colors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 03:50:37 -05:00
Aaron Kimbrell
5265da7b2e docs: following a player across worlds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 03:21:54 -05:00
Aaron Kimbrell
5658fb036f docs: world hot reload
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 02:51:21 -05:00
Aaron Kimbrell
230e5b4841 docs(dashboard): Network ports and servers on several machines
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 02:39:24 -05:00
Aaron Kimbrell
04f73a4e5b docs(cdclient): fdb copies and hot reload
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:26:37 -05:00
Aaron Kimbrell
f86f173cae fix(dashboard): Network page in six columns with chat in its own, boxes that leave room, links spread along each side
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:14:40 -05:00
Aaron Kimbrell
3a8838d463 feat(capture): replay bundles against a sandbox stack with a headless client
CaptureTool (built next to the servers) replays packet bundles and compares the answers:

- replay: per bundle a fresh sandbox folder with copied server binaries, rewritten settings
  (replay_sandbox=1, a new SQLite file inside the folder, ports from --port on, no dashboard),
  read back before anything starts; sandbox-setup runs inside it to apply migrations and make
  the replay account and the bundle's characters (setup mode); master is started, the stack is
  stopped as one process group and the folder deleted unless kept
- with replay_sandbox=1 every server refuses a database that isn't SQLite, isn't inside its
  own folder, or is replay_live_sqlite_path (Database::Connect); replay-target against a
  running server needs --i-know-this-is-not-a-sandbox
- the fake client splits the recording into connections, logs in and picks the character
  itself when the recording doesn't, fills in the target's account, session key and IDs,
  learns server-made object IDs from replica constructions by LOT, follows the recorded
  timing and waits for the answers a client waits for; the diff pairs answers by name (and
  constructions by LOT) and ignores fields that differ between runs
- import-live converts the 2014 live captures (folders of *_traffic.zip; pcaps and encrypted
  captures are left alone) into bundles, with secrets removed and CREATE_CHARACTER as setup
- anonymise makes local fixtures; docs/CaptureReplay.md describes capture, the bundle format,
  portability rules, the sandbox and the replay

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:34:34 -05:00
Aaron Kimbrell
355d997333 docs(dashboard): Network groups open in place; web clients by signed-in user
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
7c37fca9fb docs(dashboard): Performance page, slow frames, profiling and Tracy
How frame timing is measured and reported, the page, the API and connecting Tracy's viewer. Task 96.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
6758b32605 docs(dashboard): game text and languages
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:47 -05:00
Aaron Kimbrell
0787e651a6 docs: client system info and what each field is worth
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:22 -05:00
Aaron Kimbrell
1e5660512e refactor(chat): remove the chat server's web API
The dashboard's API covers what it offered (online players, teams, announcements) with API keys, so the
chat server no longer runs a web server; its settings show as unused on the settings page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:02 -05:00
Aaron Kimbrell
8948e2e81a fix(dashboard): Network links follow dragged boxes; Diagram or List, no Auto
Links leave and enter on the sides that face each other (top and bottom when one box is above the
other), so moving a box no longer leaves links ending in the air.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:07:27 -05:00
Aaron Kimbrell
6a59da1748 fix(dashboard): web clients sit right of the dashboard on the Network page
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:38:17 -05:00
Aaron Kimbrell
c9774173bb docs(dashboard): the Network page and traffic by peer
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:28:39 -05:00
Aaron Kimbrell
8a53562629 docs: chat histories and chat flags
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:23:23 -05:00
Aaron Kimbrell
1bdb4258a0 docs(ugc): LU Toolbox models stand up as the client reads them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:13:45 -05:00
Aaron Kimbrell
b0fa440407 docs(ugc): LU Toolbox in Blender (processor=toolbox-blender)
Setup, settings, what niftools v0.1.1 needs changed to write LU
Toolbox's models, Blender 5.2, and timings and triangles against native
on five models.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:47:40 -05:00
Aaron Kimbrell
063361711b feat(dashboard): pick and compare the processor
Make again gets a Made by picker, /api/ugc/options lists the processor
choices and default, the settings page has the toolbox_* settings, and
/reprocessproperty takes native or toolbox-blender.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:47:40 -05:00
Aaron Kimbrell
5e12a6d4ec docs(packets): VERSION_CONFIRM build identifier layout
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:29:46 -05:00
Aaron Kimbrell
a742f20fdc docs(ugc): the Intel GPU ray backend (embree-gpu) and what it needs
docs/UgcServer.md: embree-gpu in the processing options, the build option
DLU_EMBREE_SYCL (a SYCL compiler: oneAPI's icpx or the open source DPC++), the
library it builds and loads, the run time it needs, the GPUs it supports and
embree_gpu_device; which backend covers which hardware.

Check: the section against the settings page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
db63fd2919 feat(ugc): ray_backend=embree-gpu traces on Intel GPUs with Embree's SYCL (optional build)
The third ray backend, so every machine has a library for it: Embree on x86
CPUs (embree), HIPRT on AMD and NVIDIA GPUs (hiprt), Embree through SYCL on
Intel Arc and Xe GPUs (embree-gpu).

- CMake option DLU_EMBREE_SYCL (off). dUgcServer/EmbreeSycl is a project of
  its own built by a SYCL compiler (DLU_SYCL_CXX; icpx through ONEAPI_ROOT or
  the path, or the open source DPC++'s clang++ through DPCPP_ROOT) as an
  external project: Embree 4.4 with EMBREE_SYCL_SUPPORT, linked statically and
  bound inside (-Bsymbolic, only its C functions exported, so it never meets
  the servers' own Embree), and the GPU kernels (nearest hit skipping a ray's
  triangle, any hit), into libdlu_embree_sycl next to the servers
- UgcRaysEmbreeGpu loads it the first time embree-gpu is asked for; one GPU for
  the process (embree_gpu_device picks it), the workers take turns, the
  occlusion rays in batches as for hiprt
- without the build, the library or a supported Intel GPU it falls back to
  embree and says why (the UGC server's log at start, --make-model on stderr)
- the option names, the settings page, the dashboard's picker, /reprocessproperty

Verified here: the default build and ctest; the SYCL build with the open source
DPC++ 7.1.0 (compiles, links against oneAPI's libsycl.so.9, exports only its C
functions); on this machine (no Intel GPU) it loads, finds no GPU and falls
back to embree. Not verified: tracing on an Intel GPU (none here).

Check: on a machine with an Intel Arc or Xe GPU and oneAPI, configure with
-DDLU_EMBREE_SYCL=ON and run UgcServer --make-model x.lxfml out embree-gpu;
the UGC tests then compare it with Embree.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
a7defdb326 docs(ugc): hidden faces by the renders only; Embree and HIPRT the ray backends
docs/UgcServer.md: "Hidden faces" describes the renders from 42 directions
(hsr_resolution) and what they remove that LU Toolbox keeps, and why the path
traced version was removed; the parity table says so. "Processing options" has
ray_backend (embree, hiprt) and denoise, how options stored with builtin,
toolbox or fast are read, and what the tests compare the backends with.

Check: the sections match the settings page and the UGC page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
edba81ff7c 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>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
07154c58d2 refactor(ugc): remove the path traced hidden-face method; the renders are the only one
The path tracer that imitated LU Toolbox's Remove Hidden Faces took 17 to 100
times as long as the renders from 42 directions around the model, too heavy to
use. It goes with its settings (hsr_method, hsr_samples, hsr_bounces,
hsr_sample_spacing, hsr_min_points), its side by side tracing for GPUs and its
tests. The renders (UgcRender::VisibleFromAround) remove hidden faces as before
that method existed; their size is hsr_resolution (1024), and the memory
estimate counts their buffers again.

The hidden-face method is no longer a processing option: the dashboard's picker,
/reprocessproperty and --make-model take only the ray backend (the occlusion's)
and denoising. Options stored before (made_options, process_options,
ugc_process_runs, --make-model arguments) that name toolbox or fast still
parse; the word is skipped.

Check: the settings page has no hsr_method or path settings and has
hsr_resolution; /reprocessproperty embree toolbox still works (toolbox
ignored); models made with the defaults keep their hashes (UGC tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
b897681f67 docs(ugc): processing options (ray backend, hidden-face method, denoising)
docs/UgcServer.md gets "Processing options": the three settings and their
choices, how they compare with builtin/toolbox/off, the optional builds
(DLU_OIDN, DLU_HIPRT) and what they need, what each make records and where the
dashboard shows it; the migration, /reprocessproperty's options, the command
line's and the UGC page's buttons.

Check: the section reads right against the settings page and the UGC page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
ef3c74f715 feat(ugc): processing options per make, recorded per model with their times
Staff can make models again with other processing options than the UGC
settings' (ray backend, hidden-face method, denoising) and every make records
what made it, for comparing the options.

- migration mysql 99 / sqlite 82 (ugc_process_options): ugc.process_options
  (picked for the next make, cleared once made), ugc.made_options (what made
  the current files) and ugc_process_runs (every successful make: options,
  wall and CPU time, hidden faces', occlusion's and icon's time, bricks,
  triangles before and after)
- IUgc: ResetUgcModelProcessing and ResetPropertyUgcModelProcessing take the
  options; PendingModel carries them; RecordUgcModelRun, GetUgcRunSummaries;
  list entries have madeOptions and processOptions
- the UGC server applies a job's options over its settings and records the run
- /api/ugc/reprocess takes options ("embree fast oidn"); /api/ugc/options
  lists the choices, the settings' defaults and averages per combination
- /reprocessproperty [builtin|embree|hiprt] [toolbox|fast] [off|oidn], any
  order, all optional

Check: run the migration on MySQL and SQLite; /reprocessproperty embree fast
on a property, then the models' made_options and ugc_process_runs rows;
/api/ugc/options.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
7dc85692d9 docs: issue tracker: commit ids after rebasing issues 307, 1045, 1568, 1970 and 2016
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 10:53:00 -05:00