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REDcode 0.10.5
For EDGEmat, EDGEbuilder and EDGEdeck: Open in EDGEmat, EDGEbuilder's scenes and the open project for REDnode mods, Pack and Play, and installs that touch only your mod. Needs REDbridge 0.10.0, as before.
New
- Open in EDGEmat in the 3D view (REDcode issue #13): a toolbar button that puts the mesh on EDGEmat's Desk with the appearance shown open, to change its materials. Without EDGEmat it offers to install it.
- EDGEbuilder's scenes show in the Project view (REDcode issue #2): a project with a
source\scenesfolder shows it as Scenes, and a<name>.scene.jsonthere opens as JSON. Scenes are not packed; baking them comes with EDGEbuilder's bake. - REDnode mods can ask which project is open in REDcode (REDcode issue #18, for EDGEbuilder): when the game has REDnode, REDcode installs a small REDnode package,
redcode, whose service answersproject()with the open project's name, mod name and folders, and sendsproject-changedwhen it changes. AI assistants connected to REDnode get it as the toolredcode__project. With several VS Code windows, the one last focused with a project counts. The settingredcode.rednode.installPackageturns the install off.
Changed
- Pack and Try is now Pack and Play (REDcode issue #14): the same flame button in the Project view, and
REDcode: Pack and Playin the Command Palette. The old command idredcode.packAndTrystill works for keybindings and other tools, and so doesREDcodeApi.packAndTry()beside the newpackAndPlay(). - Install and Uninstall through EDGEdeck touch only the project's mod (EDGEdeck #2): with EDGEdeck 0.28.0 or later, Install, Pack and Install and Pack and Play deploy the project's mod alone, and other mods' changes keep waiting for a Deploy in EDGEdeck. REDcode no longer asks whether to deploy them too. Uninstall takes only the project's files out. The REDcode log says when the project lost files to another mod, and how many files of other mods' changes still wait. An older EDGEdeck deploys the whole list after asking, as before.
Fixed
- Game sounds play again after a game patch: REDcode keeps the game files it extracts for the sound player, the 3D view and EDGEwave in its cache, and kept them across a game update, so after 2.5 it read 2.31's sound index against 2.5's sound packs and EDGEwave said it "could not read sound" for most variations. The cache now remembers which game folder and build its files came from and empties itself when either changes; a cache made before this fix is emptied once.
Other
- Game Assets and Project view files say more about what they are to other extensions (REDcode issue #15):
.mesh,.mlsetupand.mltemplategame files get their own kind, so EDGEmat's Open in EDGEmat shows on those files only. In the Project view a.meshisprojectFile.model.mesh, apart from GLB files, and.mltemplategets a kind. The kinds are listed in https://edgemodders.github.io/REDcode/api.html.