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authorsalmonik <salmonik@tuta.io>2026-11-04 18:17:55 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 18:17:55 +0100
commit892329ec78acf4d4d63749e8c248227aabc2aded (patch)
tree187490c992e028221599e43d1846399c4c34462d /src/gui.cpp
parentChams: exact material styles, GUI dropdown, viewmodel hookup (diff)
downloadhl2h-892329ec78acf4d4d63749e8c248227aabc2aded.tar.gz
hl2h-892329ec78acf4d4d63749e8c248227aabc2aded.zip
Chams: model-safe styles and a dedicated viewmodel material
VGUI/white materials do not draw skinned models, so every viewmodel style except the model debug one made the hands/weapon disappear. Use model debug materials for all styles: wireframe, additive vertex colour, translucent single colour, translucent vertex colour, MRM fullbright. The viewmodel always uses debug/debugtranslucentsinglecolor. A missing style now falls back to that material instead of vgui/white.
Diffstat (limited to '')
-rw-r--r--src/gui.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gui.cpp b/src/gui.cpp
index 4adc440..9c09bec 100644
--- a/src/gui.cpp
+++ b/src/gui.cpp
@@ -454,8 +454,8 @@ static void build_cards() {
454 "Apply chams to the first-person hands and weapon too.", 454 "Apply chams to the first-person hands and weapon too.",
455 &g_chams_viewmodel); 455 &g_chams_viewmodel);
456 static const char *const chams_mat_names[] = { 456 static const char *const chams_mat_names[] = {
457 "Flat", "Wireframe", "Additive glow", "Solid", "White"}; 457 "Flat", "Wireframe", "Additive glow", "Solid", "White", "Fullbright"};
458 add_dropdown(chams, "Material", "Chams material.", chams_mat_names, 5, 458 add_dropdown(chams, "Material", "Chams material.", chams_mat_names, 6,
459 &g_chams_mat_index); 459 &g_chams_mat_index);
460 add_color(chams, "Colour", "Chams colour.", g_chams_rgb); 460 add_color(chams, "Colour", "Chams colour.", g_chams_rgb);
461 int view = add_card(2, nullptr, "Camera / display", 461 int view = add_card(2, nullptr, "Camera / display",