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REDcode 0.10.5

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@github-actions github-actions released this 30 Oct 01:46

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\scenes folder shows it as Scenes, and a <name>.scene.json there 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 answers project() with the open project's name, mod name and folders, and sends project-changed when it changes. AI assistants connected to REDnode get it as the tool redcode__project. With several VS Code windows, the one last focused with a project counts. The setting redcode.rednode.installPackage turns 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 Play in the Command Palette. The old command id redcode.packAndTry still works for keybindings and other tools, and so does REDcodeApi.packAndTry() beside the new packAndPlay().
  • 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, .mlsetup and .mltemplate game files get their own kind, so EDGEmat's Open in EDGEmat shows on those files only. In the Project view a .mesh is projectFile.model.mesh, apart from GLB files, and .mltemplate gets a kind. The kinds are listed in https://edgemodders.github.io/REDcode/api.html.