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authorsalmonik <salmonik@tuta.io>2026-11-04 01:13:09 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 01:13:09 +0100
commitb9d5965c0366fd7777c3627b9fbf89c8526ac0ec (patch)
tree65a1213b902f2a3352ecc19dc76be396e80f63f3 /src/menu.cpp
parentSkybox image: swap red/blue in the uploaded texture (diff)
downloadhl2h-b9d5965c0366fd7777c3627b9fbf89c8526ac0ec.tar.gz
hl2h-b9d5965c0366fd7777c3627b9fbf89c8526ac0ec.zip
World tint: colour dynamic props through m_clrRender
Prop model materials (VertexLitGeneric) ignore IMaterial::ColorModulate: the engine feeds StudioRender the per-entity render colour (m_clrRender) on every draw, so the material-side tint never showed on crates and other props. Resolve m_clrRender from DT_BaseEntity and, every 10 ms while World tint and Props are enabled, write the prop colour into every entity whose model is under models/props. Restore white once when disabled.
Diffstat (limited to 'src/menu.cpp')
-rw-r--r--src/menu.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/menu.cpp b/src/menu.cpp
index 7ffc84a..0ce6c05 100644
--- a/src/menu.cpp
+++ b/src/menu.cpp
@@ -815,6 +815,7 @@ void outer_draw() {
815 poll_keyboard(); 815 poll_keyboard();
816 fullbright_update(); 816 fullbright_update();
817 world_tint_update(); 817 world_tint_update();
818 prop_tint_update();
818 fog_update(); 819 fog_update();
819 gui_handle_input(); 820 gui_handle_input();
820 // HL2H_DRAW_TEST=1 draws a probe rect without needing the GUI open 821 // HL2H_DRAW_TEST=1 draws a probe rect without needing the GUI open