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feat(ugc): draw player models' icons from their generated NIF
The icon was rendered from a second mesh built only for it (the icon renderer's color corrections, no variation, occlusion worked out again). It is now drawn from the .nif just made, read back with NifFile at LOD 0, so it shows exactly what the game shows: the color variation, the removed faces and the lighting baked into the vertex colors (so it adds no occlusion of its own). icon_correct_colors and icon_color_variation are gone; the camera and light settings stay. Cars and rockets are drawn as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -456,9 +456,7 @@ namespace {
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c.Add(Float(UGC, "icon_sun_strength", "Icon sun strength", "", "2.5", 0, 100));
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c.Add(Float(UGC, "icon_ambient", "Icon world light", "", "0.192", 0, 10));
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c.Add(Bool(UGC, "icon_shadows", "Icon shadows", "", true));
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c.Add(Bool(UGC, "icon_ao", "Icon ambient occlusion", "", true));
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c.Add(Bool(UGC, "icon_correct_colors", "Icon color corrections", "White and black toned down, as LU Toolbox's icon renderer does.", true));
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c.Add(Unit(Float(UGC, "icon_color_variation", "Icon color variation", "", "0", 0, 100), "%"));
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c.Add(Bool(UGC, "icon_ao", "Car and rocket icon ambient occlusion", "Player models' icons show the lighting baked into their mesh instead.", true));
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c.Add(Unit(Float(UGC, "modular_icon_yaw", "Car and rocket icon angle around", "", "53.36", -360, 360), "degrees"));
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c.Add(Unit(Float(UGC, "modular_icon_pitch", "Car and rocket icon angle above", "", "19.54", -90, 90), "degrees"));
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