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feat(ugc): glitter flecks (LEGO-AnimUV) and milky satin in made models
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter, default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an NiTexturingProperty with a stored 128 px mipmapped fleck texture (NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping the base map's translation (glitter_size, glitter_density, glitter_speed). The shader lays the texture over the vertex color by its alpha and outputs the vertex alpha, so transparent glitter blends as S01_Alpha does. Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get satin_opacity and are whitened by satin_whiten. NifFile reads the base map's scroll speed (uvScroll) from the controllers; the icon draws still flecks, the UGC 3D view and the LXFML viewers moving ones. stats.json counts the glitter groups. With shader_glitter 0 and no satin colors the files are the same bytes as before (tested). Also keeps glow_emissive for the icon (it was reset by the icon settings). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -2,6 +2,7 @@
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set(DUGC_SOURCES
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"UgcBricks.cpp"
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"UgcFormats.cpp"
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"UgcGlitter.cpp"
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"UgcIconParams.cpp"
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"UgcIconPose.cpp"
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"UgcJobs.cpp"
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@@ -40,5 +41,5 @@ target_link_libraries(UgcServer ${COMMON_LIBRARIES} dWeb dServer dUgc)
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# Rendering is far too slow unoptimized (minutes a model instead of seconds), so it is optimized in every build type
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if(NOT MSVC)
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set_source_files_properties("UgcRender.cpp" "UgcModel.cpp" "UgcPalette.cpp" PROPERTIES COMPILE_OPTIONS "-O2")
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set_source_files_properties("UgcRender.cpp" "UgcModel.cpp" "UgcPalette.cpp" "UgcGlitter.cpp" PROPERTIES COMPILE_OPTIONS "-O2")
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endif()
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