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Tu "unpack" stuff, just interact with any other mesh.
To debug stuff (in admin mode) you can add itemids to the valid placeable list ny using "DataCmd DebugValidPlaceables add <itemid> [itemid2]" - itemid is self explaining, itemid2 is an optional parameter if you want to add multiple items.
"DataCmd DebugValidPlaceables add 12345000" will add 1 itemid (12345000) to the list.
"DataCmd DebugValidPlaceables add 12345000 12345999"will add 1000 item is (12345000 to 12345999) to the list.
emberlight configurable stuff currently (0.1.4) shows all options at once - need to check for visibility flag. other than that, they would loose their settings on unpacking anyway.
replication currently uses an array of structs - the struct used consists of:
so in total each of the structs has (at least) 80 bytes "payload".
as example we'll use the ale keg.
the mesh variant used currently is transmitted as /Game/Items/Placeables/Meshes/SM_Keg_1| which is 39 bytes in length.
so in total the length per struct would be 80 + 39 = 119
the current limit is set to 32768 bytes, which allows for 275 ale kegs to be compacted at once.
the actual technical limits for array replication allows for far more data, however I don't want to stress it.
This also mans, the minimum object size is 40 bytes now.
Further more I added some form of "compression":
Step 1 - Sort all meshes by name
Step 2 - Transmit the meshname ONLY on the first occurence, empty string otherwise.
Step 3 - On import, check if name is "empty" and reuse the last one provided.
In case of 5 kegs, the first one has the full mesh name and transform (79 bytes), the four that follow only have their transform and an empty string for a mesh (40 bytes)