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Conflict Check, 3D lot drawing in the Architect and Collision Cutter builds that edit the real map files
17cambios

Conflict Check, 3D lot drawing in the Architect and Collision Cutter builds that edit the real map files
17cambios

[02] Versión
A new Conflict Check tells you when another resource is overriding your Collision Cutter work. The Architect lets you draw your lot on a 3D map or reuse an area cleared in the Cutter. Cutter builds now patch the original map files, and players are no longer kicked while uploading custom textures.
Nothing to do in the database.
Delete server/modules/architect/wildlife.lua from your copy. The fxmanifest loads every file inside server/modules/, so if you copy the new files over the old ones, that leftover file would keep running old code.
After replacing the files, run refresh before ensure qs-mlocreator (or restart the server). The resource's file list changed (server/js/stream_claims.js is new), and a plain restart keeps the old one.
The Architect no longer clears the lot. It now builds your design and leaves everything around it untouched. If you want the houses, poles or trees that stand on the lot gone, remove them with the Collision Cutter first, then use Import from Cutter in the Architect to build on that cleared area. Architect buildings made with an older version keep what they cleared until you rebuild them; on rebuild, that old clearing is released, so remove those objects with the Collision Cutter before rebuilding.
Why a cut can come back after a reconnect. GTA loads one copy of each map file. If two resources ship a file with the same name (for example a map pack that re-saved a vanilla collision file), the one that starts last wins and the other is ignored, so your cut can disappear after a reconnect or a restart. The new Conflict Check (Studio, Diagnostics section) shows you which resource and which file are involved. It only reads; it never deletes or merges anything. The Collision Cutter no longer refuses to build in that case: it builds, and the server console tells you which resource is competing for the file.
Collision Cutter builds now edit the original map files. Before, removed objects were hidden by a script while the game ran. Now the build writes patched copies of the game's own map files, so what you removed stays removed for every player from the moment they join. Visibility blockers around removed buildings are rebuilt too, so the area behind them no longer disappears, and ladders on removed buildings can no longer be climbed.
Translations. The new texts are complete in English and Turkish. Spanish is missing a few, and the other languages show them in English for now.
server/modules/architect/wildlife.lua was removed: delete it from your copy.server/js/stream_claims.js is new.fxmanifest.lua, client/modules/*, server/modules/*, server/dotnet/QsMloCreator.Server.net.dll, shared/*, locales/*, data/occlusion/vanilla/* and web/*: replace them.config/, custom/, client/custom/, server/custom/ or server/webhooks.lua changed, so your edits there are safe.A new tool in the Studio (Diagnostics section). Pick any Collision Cutter project and it checks, on the server and on your client, whether the build is running, whether all its files are there, and whether another active resource streams the same file names. If a map pack ships the same file, the report names the resource, the file and its path. It only reads; it never deletes or merges files. The same check is also available from the "Check conflicts" button inside the Collision Cutter.
The Architect can now draw a building lot directly on a 3D view of the real map, with the Cutter edits you already built shown in place. Click to add corners; they snap to map edges and other corners, or to a working plane where there is no surface. You can drag corners, type exact world coordinates, pick the street-facing edge, switch to a top view and see the area and perimeter. Drawing in the game the old way is still available.
Pick a built Collision Cutter project and one of its cleared areas, and the Architect uses it as the lot for your new building. Map Manager rows of cleared areas also have an Architect button to open them straight away.
Search by project, resource or building name, filter by map status and by type (MLO interiors or YMAP maps), and sort by name or by most recently built.
In the MLO Creator grid, press Delete to remove the selected surfaces and Ctrl+Z to undo it.
Local sections cuts only the parts of a shared map model you select and keeps the rest of it. Ground protection can now be switched on or off when selecting objects: on, terrain under your selection is kept; off, terrain can be selected and cut too.
Removed objects are written out of patched copies of the game's own map files instead of being hidden by a script while the game runs, so they stay removed for every player from the moment they join. Visibility blockers touched by removed buildings are rebuilt so the area behind them no longer vanishes, ladders on removed buildings can no longer be climbed, and the vanilla visibility data that ships with the script was updated.
The Architect now adds your building and leaves everything around it untouched; the Surroundings step only shows what stands there so you can see how your design fits. To remove what stands on the lot, use the Collision Cutter first, then Import from Cutter. Architect buildings made with an older version release their old clearing when you rebuild them.
When another resource streams the same map file, the build goes ahead and the server console says which resource competes for it. Whichever starts last wins the file; use Conflict Check to see the details.
Windows on the same wall are grouped into fewer visibility portals, and the build warns you before exporting an interior that still has more than 80 of them, which could crash the game.
Actions now show their state on the button (Saving, Removing, Exporting...). If the server takes long you are told it is still working, and if it never answers you get a clear message instead of a button that does nothing.
Uploading custom textures could kick the player with "Reliable network event overflow", which txAdmin reports as a security drop. Uploads are now paced under the server's network limit.
Projects with many custom textures could fail to load some of them or save an incomplete image. All texture traffic now goes through one paced queue, and an image is only saved once every piece arrived.
Editing an interior's floors or rebuilding an Architect interior could move it or break its floors and stairs. The interior now keeps its original position on every rebuild, and if connected players have different positions cached for it, the build stops before replacing any file.
Fixes to object and building selection in Map Studio, building detection, lights on removed buildings and yard clearance around Architect lots.
The separate Whole building switch and its U key were removed from the Collision Cutter's Remove tool.
server/modules/architect/wildlife.lua was removed together with the Architect's own lot clearing. Delete the file from your copy.