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Tools menu: windows over jobs only the MCP server could do - Hide triangles, Mirror to winter, Stream map, Clone / Replace / Export car. Hide triangles cuts an opening in a stock mesh without rebuilding it. The triangles are picked by clicking them on the mesh in the viewport, or by a box; what would be hidden is outlined first. A mesh whose geometry other objects draw too is cut alone (it gets a geometry block and buffers of its own first) or together with them; mesh_hide_triangles takes the same choice as `shared`. Build opens a window first: each edited archive with a tick and the files of its working copy that differ from the archive the game has; "Add archive" packs a working copy changed by hand. Mesh tools: mesh_materials re-points a slot, collision_unused_hulls and crash_placements clean up, scene_find finds a collision placement by its hull. Bridge: a skinned mesh can gain vertices (its remap pools are rebuilt), two levels of one object go in one push, a person's mesh is no longer turned twice in Blender. The library browser shows pictures of characters, wardrobe pieces and cars. A resize of the viewport while a district loads no longer ends the program. This is the work of the release/raighen line of the raighen fork without its loading-zone editing, which stays in a pull request of its own.
…review - "This one and the others" redrew no other object when the mesh had several levels of detail: such an object draws from its level rows and its own row carries no mesh, so it was dropped before the edit could walk its levels. The buffer was cut for all and the viewport showed one. - The refusal for an instanced mesh looked at the mesh's own row only; with several levels the instanced rows are the level rows, and the copies vanished from the viewport. Every row that draws the mesh is asked now, and an instanced object among the sharers refuses "all". - On a coarser level a triangle whose three corners lay on the picked ones went with them even when it spanned what was not picked (a door, from frame to frame). Its middle and the middles of its edges are asked too. - The picks are dropped when a Blender session starts or ends; the choice for shared geometry starts over with another mesh; a click on Hide that brought the window forward does not hide a count that changed under it; the texts no longer say more than is known.
raighen
marked this pull request as ready for review
October 8, 2026 07:41
This was referenced Oct 9, 2026
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What
mesh_hide_trianglesdoes the same withshared: own | all.mesh_materialsre-points a slot,collision_unused_hullsandcrash_placementsclean up,scene_findfinds a collision placement by its hull.How it was checked
Illusion.slnxbuilds clean,dotnet formatclean on the touched files.mesh_hide_triangleswithsharedset toownand toall; Build pressed in the Build window and the built archive compared with its working copy; Export car run from its window; Clone car and Mirror to winter up to their refusals.Limits
scene_finddecodes each distinct collision hull once.