From 5153c37de890c42c8da97a0bcf0df724ef25f7f7 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 11:25:50 +0100 Subject: World tint: include props/ materials; log static studio draws 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. --- src/world.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'src/world.cpp') diff --git a/src/world.cpp b/src/world.cpp index 38d302f..0de86c6 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -58,7 +58,11 @@ Tint g_applied{false, 255, 255, 255, 255, 255, 255, 255, 255, 255}; // map prop lives under models/props*, which keeps NPC/player/weapon materials // out of the prop pass. bool is_prop_material(const char *name) { - return name && strncmp(name, "models/props", 12) == 0; + // Static props often use the brush-style "props/..." materials (e.g. + // props/woodcrate001a, LightmappedGeneric), while dynamic props use + // models/props_junk/... . + return name && (strncmp(name, "models/props", 12) == 0 || + strncmp(name, "props/", 6) == 0); } struct MatCalls { -- cgit v1.2.3