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authorsalmonik <salmonik@tuta.io>2026-11-04 19:06:06 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 19:06:06 +0100
commitf67ee1ef7e3eff3cd746fc97be98195e68c1368d (patch)
tree529e2aa878da1c5e43d98e325efbe2178f57b6c9 /CONTEXT.md
parentChams: per-relationship, visible/invisible styles and viewmodel (diff)
downloadhl2h-f67ee1ef7e3eff3cd746fc97be98195e68c1368d.tar.gz
hl2h-f67ee1ef7e3eff3cd746fc97be98195e68c1368d.zip
Chams: fix the flat viewmodel, glow outline and fullbright styles
- Flat uses the solid model shader with the FLAT flag on the viewmodel; vgui/white does not draw skinned models and made the hands vanish. - Glow outline draws its wireframe contour with ZNEARER and a brightened colour, so the solid base no longer hides the contour. - Fullbright is now additive + self-illuminated with the colour lifted toward white, so it reads differently from Solid and Additive glow.
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@@ -296,12 +296,16 @@ vocabulary / decisions.
296 (IMaterialVar slot 11, SetVecValue 3-float slot 11) and `ColorModulate` 296 (IMaterialVar slot 11, SetVecValue 3-float slot 11) and `ColorModulate`
297 (slot 28). Shared materials are restored after each draw. 297 (slot 28). Shared materials are restored after each draw.
298- Styles are built from the resident materials and material flags: 298- Styles are built from the resident materials and material flags:
299 0 Flat (`vgui/white` with FLAT), 1 Wireframe (`debug/debugwireframe`), 299 0 Flat (`vgui/white` with FLAT on NPCs; the solid model shader with FLAT on
300 2 Additive (`debug/debugtranslucentsinglecolor` + ADDITIVE), 3 Solid, 300 the viewmodel, because VGUI materials do not draw skinned models),
301 4 White (solid, colour forced white), 5 Fullbright (solid + FLAT|SELFILLUM), 301 1 Wireframe (`debug/debugwireframe`), 2 Additive
302 6 Glow outline (solid plus a `debug/debugwireframe` contour pass). 302 (`debug/debugtranslucentsinglecolor` + ADDITIVE), 3 Solid, 4 White (solid,
303 `models/debug/debugwhite` is EP2-only and the old VGUI additive material is 303 colour forced white), 5 Fullbright (solid + ADDITIVE|SELFILLUM with the
304 invisible on NPCs; the styles no longer depend on them. 304 colour lifted toward white), 6 Glow outline (solid plus a
305 `debug/debugwireframe` contour pass drawn with ZNEARER (1 << 10) and a
306 brightened colour so the base cannot bury it). `models/debug/debugwhite` is
307 EP2-only and the old VGUI additive material is invisible on NPCs; the styles
308 no longer depend on them.
305- Style materials are preloaded from `outer_draw` (throttled) and cached; the 309- Style materials are preloaded from `outer_draw` (throttled) and cached; the
306 render hook never calls FindMaterial itself. A missing style uses solid. 310 render hook never calls FindMaterial itself. A missing style uses solid.
307- Feature is off by default. Config sections: `[chams]` (active/bind), 311- Feature is off by default. Config sections: `[chams]` (active/bind),