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fix(ugc): transparent bricks drawn see-through in mixed models; dUgcServer in folders by role
- The client puts a shape in its sorted, blended pass only when its NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags 0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn solid with blending off. Transparent (and transparent glitter) shapes now get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models with a transparent brick change; the others are byte for byte the same. - dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and Processing/ (the CMakeLists says what each holds); includes are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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dUgcServer/Bricks/UgcCdClient.h
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12
dUgcServer/Bricks/UgcCdClient.h
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#pragma once
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#include <string>
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#include "UgcJobs.h"
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// What the UGC server reads from the CDClient (main thread only: the CDClient connection isn't shared with workers)
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namespace UgcCdClient {
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// A modular build's modules (ugc_modular_build.ldf_config) with their render assets and module data, and the
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// ModularBuildComponent of their build type; false and `error` when it can't be put together
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bool GatherModular(const std::string& modules, UgcJobs::ModularInput& input, std::string& error);
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}
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