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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>
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@@ -117,6 +117,10 @@ defaults. The table below goes through it step by step.
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`Materials.xml`): LU's colors, the LDD colors LU doesn't have mapped onto the nearest LU one, colors LU Toolbox doesn't know but the
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client's `Materials.xml` has (colors added to the brick database) from `Materials.xml`, unknown ones black. A
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brick is transparent only when all of its materials are; transparent bricks get `transparent_opacity` (58.82%).
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`transparent_colors` names colors that are transparent whatever `Materials.xml` says (129, "Tr. Bright Bluish
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Violet with Glitter", has alpha 255 there); an opaque-listed color named there gets `transparent_opacity`.
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`color_brightness` (percent, default 100: unchanged) scales the models' colors after the variation below, not
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the icons'.
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3. Color variation: each material of each brick has its brightness shifted like LU Toolbox's "Apply Color Variation":
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the color's HSV value is taken to a 1/2.224 gamma, moved by a random amount of up to `color_variation`/200 (5%:
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0.025) either way, times the color's own amount (black 0.4, orange 1.5, ...), clamped and taken back; hue and
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