feat(ugc): color_brightness and transparent_colors

color_brightness (percent, default 100: unchanged) scales the models' vertex
colors, not the icons', for servers where the made models look brighter than
they should. transparent_colors names color ids drawn transparent whatever
Materials.xml says: 129 (Tr. Bright Bluish Violet with Glitter) has alpha
255 there, so it came out opaque; a named color gets transparent_opacity.
Both default to off, so models come out byte for byte as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 11:07:07 -05:00
parent e5a230e6a3
commit 0c5ef380d3
7 changed files with 60 additions and 3 deletions

View File

@@ -79,6 +79,15 @@ namespace {
settings.build.palette = Game::config->GetValue("color_palette") == "brickdb" ? UgcModel::ePalette::BRICKDB : UgcModel::ePalette::LU_TOOLBOX;
settings.build.colorVariation = std::clamp(Setting<float>("color_variation", 5.0f), 0.0f, 100.0f);
settings.build.transparentOpacity = std::clamp(Setting<float>("transparent_opacity", 58.82f), 0.0f, 100.0f);
settings.build.brightness = std::clamp(Setting<float>("color_brightness", 100.0f), 0.0f, 200.0f);
{
std::stringstream stream(Game::config->GetValue("transparent_colors"));
std::string id;
while (std::getline(stream, id, ',')) {
std::erase_if(id, [](unsigned char c) { return std::isspace(c); });
if (const auto color = GeneralUtils::TryParse<uint32_t>(id)) settings.build.transparentColors.insert(*color);
}
}
const auto lods = ParseLods(Game::config->GetValue("lods").empty() ? "0,2" : Game::config->GetValue("lods"));
if (!lods.empty()) settings.lods = lods;
settings.lodDistances.lod0 = Setting<float>("lod_distance_0", 0.0f);