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EDGEbuilder 0.4.1
Tested on game 2.5 with REDnode 0.48.1 and REDbridge's build with mod reading (Edgemodders/REDbridge#12, released in REDbridge 0.12.0). 0.4.0 was a test build only.
New
- Browse lists the meshes and entities of installed mods (
archive\pc\modand REDmod'smods\<name>\archives), tagged with the mod's name, and of the project open in REDcode (0.10.5 or later). New tabs: Everywhere, Game, Mods, Project. A mod's name in the search box finds its files. A mod file with a game file's path says it changes that file. - Mod archives are read once and again only when one changes; a project's new files show up as they are saved.
- The Scene tab says which mods and which REDcode project the scene needs.
- The found count says what it is filtered by (the search text, meshes or entities only, the game, mods or the project), so an empty list says why.
- While Edit is on, other packages' windows are hidden (REDnode's solo mode). Allow Solo for EDGEbuilder in REDnode's Mod Manager; without it they stay, and EDGEbuilder says so once.
- After an archive swap (REDcode's Pack and Play), previews that use a swapped file come back showing the new version, where the scene has them, and stay selected.
- A mod's or project's mesh or entity shows its size and appearances in Picked, and drops with its own box for the gizmo. Needs REDbridge 0.12.0 or later (EDGEdeck: Get REDbridge); with an older one it drops with a 1 m box and says so.
Changed
- Mesh previews are REDnode's own mesh props (
world.spawnwithmesh), which REDnode can spawn again after an archive swap.
Install: in EDGEdeck, add edgebuilder-0.4.1.zip below as a mod, turn it on and deploy with the game closed. Then allow REDbridge for EDGEbuilder in REDnode's Mod Manager (EDGEbuilder, Permissions). Needs REDnode, Codeware and REDbridge: https://edgemodders.github.io/EDGEbuilder/testing.html#before-any-in-game-test
Docs: https://edgemodders.github.io/EDGEbuilder/ (changelog: https://edgemodders.github.io/EDGEbuilder/changelog.html)