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* Chams: per-colour alpha and a softer viewmodel additive basesalmonik3 days1-9/+26
| | | | | | | | | | | - Colour picker gains an optional alpha bar (checkerboard preview, #RRGGBBAA readout); add_color_alpha is used for the chams colours. Chams colours are now r,g,b,a and chams_apply sets $alpha plus MATERIAL_VAR_TRANSLUCENT when alpha < 255. Config stores vis_a / inv_a / vm a. - The additive viewmodel base is now a faint translucent tint (alpha/8) instead of an opaque fill, so additive/Fullbright stay see-through and the viewmodel no longer becomes a solid blob. Fullbright whitening reduced to 25% so blue stays blue instead of turning lavender.
* Chams: keep additive viewmodel visible on bright backgroundssalmonik3 days1-0/+12
| | | | | | | | Viewmodels are collated as RENDER_GROUP_VIEW_MODEL_OPAQUE, so an additive forced material can vanish against a bright sky/wall (additive adds nothing to an already-bright surface). Draw a dim opaque solid base before the additive viewmodel pass so the first-person model always has a visible silhouette; the additive layer still provides the glow.
* Chams: use the model solid shader for flat, drop vgui/whitesalmonik3 days1-12/+2
| | | | | | | vgui/white is an UnlitGeneric with $vertexcolor/$vertexalpha, no basetexture and no $model, so it renders nothing on model vertices; Flat was invisible on the viewmodel and would be invisible on NPCs too. Flat now uses the solid model shader with the FLAT flag. Remove the vgui/white probe.
* Chams: fix the flat viewmodel, glow outline and fullbright stylessalmonik3 days1-9/+29
| | | | | | | | | - 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.
* Chams: per-relationship, visible/invisible styles and viewmodelsalmonik3 days1-37/+57
| | | | | | | | | | | | - Hostile/neutral/friendly each have independent visible and through-wall settings: enable, style and colour. Viewmodel has its own enable/style/colour. - Styles: Flat, Wireframe, Additive, Solid, White, Fullbright, Glow outline. Additive uses the model solid material + ADDITIVE flag (the VGUI additive was invisible on NPCs). White/fullbright are solid-based, so the viewmodel no longer disappears/checkerboards. Glow outline adds a wireframe contour pass for depth. - Config: [chams] active/bind, [chams_hostile|neutral|friendly] vis/inv settings, [chams_vm]. GUI sections for each group.
* Chams: apply model-safe styles to the viewmodelsalmonik3 days1-5/+11
| | | | | | | The viewmodel was always solid. Use the selected style material for the model-debug styles (wireframe/solid/white/fullbright); Flat and Additive use the solid model shader with the same flags because their VGUI materials do not draw skinned models.
* Chams: use the loaded VGUI whites for flat and additivesalmonik3 days1-2/+2
| | | | | | | models/debug/debugwhite is EP2-only and additivevertexcolorvertexalpha is not loadable in the base game. Preload vgui/white for Flat and vgui/white_additive for Additive; the other debug styles were already found. The viewmodel keeps the solid model shader.
* Chams: preload style materials outside the model drawsalmonik3 days1-15/+50
| | | | | | | | | FindMaterial inside DrawModelExecute did not load the style VMTs, so every style fell back to the solid material. Preload the six style materials from outer_draw (throttled) and have the render hook use the cached pointers only. world_find_material now returns only the exact requested material; the caller falls back to the solid style. Add a vgui/white probe and per-style preload logs.
* Chams: style flags on the resident debug materialsalmonik3 days1-19/+34
| | | | | | | | 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.
* Chams: model-safe styles and a dedicated viewmodel materialsalmonik3 days1-6/+16
| | | | | | | | | 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.
* Chams: material styles and viewmodel supportsalmonik3 days1-20/+38
| | | | | | | | | - Material selector 0..4: debugwhite, debug wireframe (ignorez), vgui white_additive, debugtranslucentsinglecolor, vgui/white; cached per index with a debugwhite fallback. - Add "Viewmodel (hands/weapon)" toggle; viewmodel entities (class contains viewmodel or model path /v_...) get a normal-depth chams pass. - [chams] gains viewmodel= and material=.
* Chams: quiet material lookup, accept any fallback by namesalmonik3 days1-4/+2
| | | | | | FindMaterial diagnostics are no longer logged per attempt; the chosen material is logged once. Accept any candidate name returned by FindMaterial, not just debugwhite.
* Chams: tint through $color/$color2 and log the chosen materialsalmonik3 days1-6/+19
| | | | | | ColorModulate alone left the forced material white. Also set the shader's $color and $color2 vars (IMaterialVar SetVecValue 3-float) and restore them to white after the draw. Log which fallback material was selected.
* Add chamssalmonik3 days1-0/+98
| | | | | | | | | | | | - Hook IVModelRender::DrawModelExecute (VEngineModel016 slot 19) and force models/debug/debugwhite for NPC models, identified by ModelRenderInfo_t::entity_index. - Two passes: MATERIAL_VAR_IGNOREZ through walls, then normal depth, with IMaterial::ColorModulate for the configured colour; restore the shared material's flag/colour afterwards. - Material lookup via the IMaterialSystem list, FindMaterial fallback. - New Chams feature/card with Through walls and colour; [chams] config. - Remove the temporary ammo/projectile/fuse diagnostics.
* Studio: drop the prop draw diagnosticsalmonik4 days1-7/+0
| | | | | Props render correctly with all seven DrawModel arguments forwarded; the per-draw model/client/origin log is no longer needed.
* Props: forward DrawModel's modelOrigin argumentsalmonik4 days1-3/+16
| | | | | | | | | | | | DrawModel takes (this, results, info, boneToWorld, flexWeights, flexDelayedWeights, const Vector &modelOrigin, flags). The hook dropped modelOrigin, so flags landed in its slot and the real flags were read from caller stack garbage. studiorender.so 0x83ad0 reads 0x20(%ebp) as the modelOrigin pointer and 0x24(%ebp) as the flags; passing both restores the engine's normal draw. This is the cause of the intermittent (~50%) checkerboard/error-material props: the draw was being issued with a garbage flag word.
* Props: remove studio diagnostics; document the prop tint pathsalmonik4 days1-20/+0
| | | | | | | Drop the temporary DrawModel/SetColor logs now that the prop tint works, and document the IStudioRender hook layout, the short model-name format used for prop detection, the SetColor-before-DrawModel ordering, and why prop materials cannot be tinted directly.
* Props: force colour inside prop DrawModel; no prop material tintsalmonik4 days1-1/+5
| | | | | | | The engine calls SetColorModulation(1,1,1) immediately before DrawModel, so the in-draw flag never sees it. Set the prop colour at the start of the prop DrawModel hook instead (colour only, not alpha), and stop applying ColorModulate to prop materials so only one mechanism touches props.
* Props: only substitute colour during studio draws (no forced set)salmonik4 days1-19/+11
| | | | | | | | | The forced SetColorModulation/SetAlphaModulation calls before DrawModel are what turned matched props into the error material and destabilised the material system. Mirror Amalgam instead: set a "drawing a prop" flag around the original draw and only substitute the colour when the engine itself calls SetColorModulation during that draw. Log those calls for the first few draws to see whether the engine applies modulation inside DrawModel at all.
* Props: disable StudioRender hooks, fix m_clrRender offsetsalmonik4 days1-0/+4
| | | | | | | | | | | | Hooking IStudioRender's draw/setter slots made matched props render the error material and then crashed the material system ("debug/modelstats has bad reference count 0 when being bound"). Keep the hook code for reference but do not install it. Fix the m_clrRender netvar resolution: the walk picked an embedded table entry at offset 0, so the earlier entity writes stomped entity vtables. Only accept offsets inside C_BaseEntity (0x20..0x2000), then write the prop colour there for models/props entities. Restore white when disabled.
* Props: match the studio model name formatsalmonik4 days1-1/+12
| | | | | | | | studiohdr_t::name is not "models/props/...". In this build it is the short model name with Windows separators, e.g. "props_junk\wood_crate002a.mdl" (the models/ prefix is stripped). Normalise the prefix/separators and match props/, props\ and props_ (excluding the distant props_skybox set), so the studio hooks actually recognise prop draws.
* Diagnose prop tinting: log prop materials and studio draw model namessalmonik4 days1-3/+10
| | | | | | | Log the first crate materials the tint pass modifies and the first DrawModel/ DrawModelArray calls with their model names, to see whether the crates are brush materials that were never reached, materials loaded after the tint was applied, or a studio draw path that is still missed.
* Props: tint through DrawModel/DrawModelArray; drop m_clrRender writessalmonik4 days1-9/+51
| | | | | | | | | | | m_clrRender resolved to offset 0 in this build; writing it stomped entity vtables instead of tinting anything. Remove that path. The static-prop logging showed DrawModelStaticProp is never called for these props, so hook the other studio draw entries as well: DrawModel (29) for entity models and DrawModelArray (46, the instanced static-prop path). Both read the model name from DrawModelInfo_t::m_pStudioHdr and force the prop colour for models/props* draws.
* World tint: include props/ materials; log static studio drawssalmonik4 days1-1/+13
| | | | | | | | | Static props commonly use brush-style props/... materials (props/woodcrate001a is LightmappedGeneric), so the models/props-only filter missed them. Include the props/ prefix. Also log the first static prop studio draws and a 500-draw summary so we can see whether the engine draws props through DrawModelStaticProp at all.
* World tint: tint map-static props through IStudioRendersalmonik4 days1-0/+178
Most of the crates are prop_static, which have no client entity, so writing m_clrRender only reached the three dynamic ones. Hook the StudioRender interface (VStudioRender025) on the interface object's vtable: substitute the prop colour in SetColorModulation/SetAlphaModulation while DrawModelStaticProp is drawing a models/props model, and set the modulation explicitly before the original draw in case the engine sets it just before the call. Vtable indices verified by disassembling CStudioRenderContext: 27 = three float stores from the argument pointer, 28 = one float, 30 = the DrawModelInfo_t-drawing entry with three arguments (the 2013 SDK header lists these slots five positions earlier in this build).