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Merge upstream develop - #12

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Earu merged 34 commits into
Metastruct:developfrom
JustMrPhoenix:merge-upstream-develop
Oct 11, 2026
Merged

Earu merged 34 commits into
Metastruct:developfrom
JustMrPhoenix:merge-upstream-develop

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Techbot121 and others added 30 commits September 21, 2026 00:02
color temperature (CCT) menu with a color strip and keywords

sample local lighting
not as serious as the earlier patch but it's the same cause of dimensions not being passed to the function anymore
I feel like new people always get confused when this happens, so this
should help
- Add scale bone functionality, see CapsAdmin#1278
- fix undos not working as expected
- add keyframe bones panel
- add mirror function (it sucks but better than nothing)
- changed bones are now highlighted and you can press them to select
(toggleable in the bottom right)
this seems to happen if you compress your outfit and you join a
different one that doesn't have the ability to read the file
argument returns and inputs are important. We don't need to save lines / make the code look good via nested / daisychain calls.

gsub returns 2 args and Decompress can take 2 args. But those are for entirely different reasons. They are not meant to be plugged into each other.
creates copies of the base material so that the lua particles can choose a different frame

add brownian motion with three correlation levels: individual pre-emission, shared chaos amount post-emission, shared-vector flock

I'm considering deriving a new particle class for further changes that we have in the pipeline. namely, new spread modes. would save some trouble with backward-compatibility and weird workaround setups...
add more debug and disclaimer info

control of the texture type

WIP: case-by-case expansion of allowed shaders
add option to highlight multi-frame materials

turn convar references into variables

fixed the asset series detection of leading zeros with 3 successive file checks instead of trying to do patterns

implement quicklist build mode for particles
clear visual icons when disabling sprite material quicklist buildmode

correctly update property panel and update part from properties code instead of manually
better checks for entity view and step height mutator and convar bool usage so they don't override net.writebool()
forgot you were still there, get out.
bring these back in and fix standing hull being checked twice (what?)
nvm, those checks ALSO messes up the boolean for resetting hole
removing the OverrideStepAndView property would undo any saved user choice

that is because it won't get converted to the new split properties of step and view which are false by default
reduce calls of ApplyMatrix

don't use the setter inside itself even if it's mostly an empty function in the false case. the bool is already false by being pre-loaded from the class's DefaultVars when the part is created, before further initialization

but we got a bigger problem. the split won't be absolutely backward compatible after all. after deliberating some alternatives to preserve proxy read/write functionality, I found no immediate solution that avoids overwriting the successor properties on initialize
pingu7867 and others added 4 commits October 11, 2026 13:09
entity hull boolean conflict fix + separate tab
SetTable applied every existing Set<key> setter from network-provided
part tables, including internal ones (SetPlayerOwner, SetShowInEditor,
SetOwner). Part data crosses the server to other clients, so any client
could set internal state on parts worn by other players.

ToTable() only serializes StorableVars, so restricting SetTable to
StorableVars keys is fully backward compatible with existing outfits.

Also strip internal keys from part.self serverside before rebroadcast,
protecting clients that have not updated yet.
@Earu
Earu merged commit 7a5135d into Metastruct:develop Oct 11, 2026
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7 participants