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handle with part's onthink, also cleaned up on remove, dumps all hit markers into a shared table for a more thorough pass add the RefreshZone DoT mode which repeats the damagezone pass later (position may change, entities may come in or out), as opposed to only one sampling and repeating damage on these same entities add a nicename detailing key information of the damage zone when applicable: DoT, type, damage+scaling, "do not kill" critical conditions
if a part-finding function fails repeatedly to find a valid part to cache, stop searching after 250 tries
the OK button could be inaccessible on small monitors
when a part is hidden, it's now a button that will trigger the "jump to" navigation menu in the property's line
this change will be in two parts because the diffs are an absolute mess
they will show up as buttons beside the [...] button to be more visible instead of text label right click which people don't know about
you can create a proxy fast with right click on the number/vector property
it makes the function names blue and pretty
separating instances of drifts is rather important...
many options basic 1/0 or basic 0/1 if_else template (custom pseudo-event) if_event templates (mirror bool from event to property) if the key is Hide, the new proxy will be placed alongside the part to prevent it stopping from thinking
there was another function to apply the folder sorting code to
viewer_steamid improvements
creates a material_2d part for it and auto-links it
it cleared existing submaterial assignations, which shouldn't happen it allowed multiple submaterial edits but since it cleared the initial working table, it only really worked if using the right clickable option that doesn't close the DMenu. the intended method is that we can surgically edit any material at any time without such troublesome workarounds as re-pasting old submaterial assignation
when the material is a pac material inside the sprite, initialization order messes up and leaves an invalid material, so waiting for the material to exist and reassign it seems to fix it
also move icon list to a table in parts.lua (the same file that handles partmenu stuff), to avoid needing to also edit settings.lua every time I want to add a partmenu action from now on
catastrophic lag occurs when part search repeatedly fails, severity scaling with localparts size it was already handled with proxy but now I transferred it to event
word wrap or force newline will enable other modes than drawdrawtext to make newlines, by manually drawing each line, supporting line spacing wrap method caches calculated lines. it's rate limited in multiplayer, and length-limited because it's a bit expensive to calculate fix ignoreZ
it needs a bit of time to load other parts before determining the part reference is actually wrong
mainly to fix temporary damagezones (from projectiles) which we want to use with damage_zone_hit events for example the caching method, while better than looking through local parts, had its flaws
this should make the counter-workaround take effect under normal circumstances of non-attached markers
I didn't reliably get the red texts or popups blocking the mdl load so I'm not 100% sure about replicability especially since it's been reported that it doesn't happen on all servers but I've had multiple reports and the theory is simple enough, so since I'm pretty sure this is where it happens I'm pretty sure this will fix the bug.
I couldn't get people to test yet but I blacklisted myself to check, I'll have to assume the wear filter code still works
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