REDDECK / DOCS

B1 Browse and drop: the in-game test

What B1 built: the asset index read from your game through REDbridge, an Assets tab that searches it, Drop in front of me, a Scene tab with select, delete, rebuild and clear, and a Settings tab. Built on 2026-10-13. Outside the game, the index, the search, the bridge client and the scene file pass npm run smoke against the real game files, and the page was checked in REDnode’s host without the game (results below). The drop itself needs the game.

Before you start

Need Why
REDnode 0.15.1 or later deployed api.$new, world.spawn and the entity events (W1)
Codeware 1.14 or later REDnode’s world support compiles only with it
REDbridge 0.6.0 mesh.infoMany for the asset details. REDdeck’s Get REDbridge or Update REDbridge fetches it; EDGEbuilder finds that copy by itself
EDGEbuilder 0.1.1 installed With REDdeck 0.20.0 or later: Add mod, pick edgebuilder-0.1.1.zip from the releases page, turn it on, Deploy. Or tools\deploy.ps1 from the repo

Use REDnode’s Test timer: Start, then Mark after each step, so the log lines line up with what you did.

Steps

  1. Start the game and load a save in an open spot, for example outside V’s apartment building. Press F10, open the Mod Manager, switch EDGEbuilder on and pin it to the launcher. The window opens at the top right. Mark.
  2. Read the three pills at the top. Expected: World ready, REDbridge 0.6.0, and either Indexing… with progress lines for a few seconds, then a count around 31,500 assets. If the REDbridge pill is red, hover it for the reason and check the Settings tab. Mark.
  3. Assets tab: type cargo crate. Expected: a list of meshes and entities within a moment, file names with the kind at the right. Click cargo_crate_a.mesh. Expected: the Picked panel shows the path, a size in metres, and a list of appearances (cargo_crate_a has 18). Mark.
  4. Face an open spot and press Drop in front of me. Expected: a crate appears about 3 metres in front of V, facing V, within about half a second; the message line says how long it took; the Scene tab lists cargo_crate_a with its kind. The game’s outline may or may not show on it: say which. Mark.
  5. Pick another appearance in the Picked panel, press Drop again. Expected: a second crate with that appearance beside the first (both spawn at the same spot in front of V, so step a little between drops). Mark.
  6. Switch to Entities and search vending or atm. Click one, Drop. Expected: the entity appears as it does in the game, with its own appearance. Mark.
  7. Scene tab: click a crate in the list, then Delete. Expected: it vanishes from the world and the list. Mark.
  8. Load another save, or the same one again. Expected: the previews are gone; the message says how many objects the scene has and to press Rebuild previews. Press it. Expected: the crates and the entity come back where they were. Mark.
  9. Press Clear scene. Expected: everything goes. Mark.
  10. Quit the game. Send red4ext/logs/rednode-mods.log (the [edgebuilder] lines), red4ext/logs/rednode-overlay.log and, if anything failed, red4ext/logs/redscript_rCURRENT.log.

What the test decides

Question Decides
Does the drop take under a second and land where expected B2 can rely on world.spawn as is
Does the game’s outline show on a selected preview B2 draws its own selection on the overlay canvas if not
Does the frame rate hold with ten previews in the world Whether B2 needs to throttle moves
Does Rebuild bring everything back after a save loads The scene file is the truth, as designed

Results

Before the game: the page in REDnode’s host, 2026-10-13

REDnode host 0.15.1 off-screen on the laptop, no game, REDbridge 0.6.0 against the game’s files. The page was driven through Chromium’s DevTools protocol and looked at with the kernel MCP server’s window_image.

Check Result
Start The mod started, REDbridge came up in about 6 s, the index built in about 5 s and loaded from its cache on the next start
Search cargo crate gave 20 results in about a second; the Meshes and Entities tabs filter as expected
Pick cargo_crate_a.mesh showed its path, 1.2 x 1.5 x 1.2 m and 18 appearances
Drop without a game Refused with “Not connected to the game. Start the game with REDnode, then load a save.”

Fixed before the in-game test, in 0.1.1:

Problem Fix
Without a game, the first pill said “Needs Codeware 1.14+” A “No game” state; the mod rechecks whenever the host links to the game or loses it
The page overflowed the window: the Drop button was cut off and the message line, the only feedback after a drop, was below the edge The message sits under the status pills; the lists are shorter
Some assets were listed twice A file the game ships in two archives (base and patch) is one asset now: 31,571 instead of 32,416

In the game

Not run yet.