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REDcode 0.9.0
C5 V3, the TweakDB view, is done and hand-tested. Needs REDbridge 0.8.0.
- An API for other extensions (REDcode issue #4, for EDGEwave).
activate()returnsREDcodeApiversion 1 (src/api.ts, docs/api.md): the bridge, the game folder, the open project and its changes, the game's sound effect index with event names, any sound by reference as audio a webview decodes (WAV for sound effects and Opus, Ogg Vorbis for.wem), import of a raw file, and pack. - Open in EDGEwave in the audio player and the sound list runs EDGEwave's
edgewave.openSoundwith the sound now playing, and offers to install EDGEwave when it is missing. - Import from Raw no longer offers
.wav, and Export no longer offers.opusinfo(REDcode issue #5). WolvenKit's library imports nothing from a WAV (itsImportWavonly logs "Use WolvenKit to import opus.") and exports nothing from an.opusinfowithout sound hashes, so both silently wrote nothing. Sound effect import will come through a REDbridge method over WolvenKit'sOpusTools. - TweakDB view (C5 V3). A TweakDB view in the REDcode sidebar lists record types with their counts and their records, with a filter that finds records by words of their path.
- The record page shows a record's flats, with record links you can follow, Back and Forward, LocKey text, and resource paths that open the game file.
- New Tweak from This Record writes a TweakXL YAML file into the project that clones or changes the record, with every flat listed and commented out.
- Hovering a record path in
.yamland.tweakfiles shows its type and main flats. - REDcode: Open TweakDB Record... searches as you type.
- The new tweak file is selected in the Project view, with its folders expanded, so you see where it landed.
- It reads the game's TweakDB as shipped, through REDbridge 0.8.0. The first use loads it, in about 12 seconds.
- The third-party notices are in one file,
ThirdPartyNotices.txt(vscode-jsonrpc, three.js, opus-decoder, libopus);THIRD_PARTY_NOTICES.mdis folded into it.