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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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@@ -3,6 +3,7 @@
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#include <array>
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#include <cstdint>
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#include <map>
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#include <set>
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#include <optional>
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#include <string>
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#include <string_view>
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@@ -93,6 +94,8 @@ namespace UgcModel {
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float colorVariation{ 5.0f }; // percent, 0: none (LU Toolbox: Apply Color Variation, 5%)
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uint64_t seed{}; // of the variation's random numbers
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float transparentOpacity{ 58.82f }; // percent, transparent bricks' vertex alpha (LU Toolbox palette only)
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float brightness{ 100.0f }; // percent, the models' vertex colors (not icons'); 100: as the palette has them
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std::set<uint32_t> transparentColors; // color ids drawn transparent whatever Materials.xml says (129: its alpha is 255)
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bool icon{}; // the icon renderer's color corrections
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uint32_t lod{}; // brickprimitives level
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LookRules looks; // which colors are metal and glow (Mesh::looks)
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