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| author | salmonik <salmonik@tuta.io> | 2026-11-04 18:17:55 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 18:17:55 +0100 |
| commit | 892329ec78acf4d4d63749e8c248227aabc2aded (patch) | |
| tree | 187490c992e028221599e43d1846399c4c34462d /src/world.cpp | |
| parent | Chams: exact material styles, GUI dropdown, viewmodel hookup (diff) | |
| download | hl2h-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/world.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/world.cpp b/src/world.cpp index a2e65cc..d071281 100644 --- a/src/world.cpp +++ b/src/world.cpp | |||
| @@ -1065,7 +1065,8 @@ void *world_find_material(const char *name) { | |||
| 1065 | logf("chams: material %s = %p", name, mat); | 1065 | logf("chams: material %s = %p", name, mat); |
| 1066 | return mat; | 1066 | return mat; |
| 1067 | } | 1067 | } |
| 1068 | static const char *fallbacks[] = {"models/debug/debugwhite", "vgui/white", | 1068 | static const char *fallbacks[] = {"debug/debugtranslucentsinglecolor", |
| 1069 | "models/debug/debugwhite", "vgui/white", | ||
| 1069 | nullptr}; | 1070 | nullptr}; |
| 1070 | for (int i = 0; fallbacks[i]; i++) { | 1071 | for (int i = 0; fallbacks[i]; i++) { |
| 1071 | mat = walk(fallbacks[i]); | 1072 | mat = walk(fallbacks[i]); |
