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authorsalmonik <salmonik@tuta.io>2026-11-04 18:37:04 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 18:37:04 +0100
commit8e6efa22610be51391459238a2c5e16d1ff1a060 (patch)
treeba5c80fe079967fd93bcb270aeeb304e7e1da698 /CONTEXT.md
parentChams: model-safe styles and a dedicated viewmodel material (diff)
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Chams: style flags on the resident debug material
The base game only has debug/debugtranslucentsinglecolor resident, so the other debug VMTs silently fell back to it and every style looked flat. Use that material for every style and apply material flags instead: FLAT, WIREFRAME, ADDITIVE, and FLAT|SELFILLUM for fullbright; white forces the colour. Flags are cleared after the draw.
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@@ -296,20 +296,17 @@ vocabulary / decisions.
296 vars (IMaterialVar slot 11, SetVecValue 3-float slot 11), because some forced 296 vars (IMaterialVar slot 11, SetVecValue 3-float slot 11), because some forced
297 materials ignore ColorModulate. The shared material's flag and colour are 297 materials ignore ColorModulate. The shared material's flag and colour are
298 restored to (false, white) after the draw. 298 restored to (false, white) after the draw.
299- Material lookup walks the `IMaterialSystem` list (`world_find_material`), with 299- The base game does not have the other debug VMTs resident and `FindMaterial`
300 `FindMaterial` (slot 71) as the fallback. The **exact requested style** is 300 does not make them available reliably, so all styles use the resident
301 tried first (resident, then loaded on demand), and only if that fails does it 301 `debug/debugtranslucentsinglecolor` and differ by material flags:
302 fall back to `debug/debugtranslucentsinglecolor`/debugwhite/vgui white. 302 0 Flat (`FLAT`), 1 Wireframe (`WIREFRAME`), 2 Additive (`ADDITIVE`),
303 Styles: 0 Flat (`models/debug/debugwhite`), 1 Wireframe 303 3 Solid (none), 4 White (colour forced to white), 5 Fullbright
304 (`debug/debugwireframe`), 2 Additive (`debug/additivevertexcolorvertexalpha`), 304 (`FLAT|SELFILLUM`). Flags are reset after the draw.
305 3 Solid (`debug/debugtranslucentsinglecolor`), 4 White
306 (`debug/debugtranslucentvertexcolor`), 5 Fullbright
307 (`debug/debugmrmfullbright2`). The chosen material name is logged.
308- `Viewmodel (hands/weapon)` applies the override to entities whose class 305- `Viewmodel (hands/weapon)` applies the override to entities whose class
309 contains `viewmodel` or whose model path is `.../v_...`. Viewmodels always 306 contains `viewmodel` or whose model path is `.../v_...`. Viewmodels always
310 use the model-safe solid material (`debug/debugtranslucentsinglecolor`); 307 use the solid style (no style flags) with the selected colour; VGUI/white
311 VGUI/white materials do not draw skinned models and made the hands/weapon 308 materials do not draw skinned models and made the hands/weapon disappear.
312 disappear. Only the normal-depth pass is used. 309 Only the normal-depth pass is used.
313- Feature is off by default; `[chams] active/bind/walls/viewmodel/material/r/g/b`, 310- Feature is off by default; `[chams] active/bind/walls/viewmodel/material/r/g/b`,
314 with Through walls, Viewmodel, a Material dropdown and colour in the Visuals 311 with Through walls, Viewmodel, a Material dropdown and colour in the Visuals
315 card. 312 card.