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feat(dashboard): glitter sparkles and flecks in the UGC 3D views
The UGC page's model view now draws the glitter sparkle shapes (look SPARKLE) flashing as the client's Distortion Directional shader makes them: two layers of sparkles sliding at the client's rates (a tile in 24 s at three quarters the scale, a tile in 48 s), shown only where both have one. Flecks are drawn as flat flakes of the fleck size and varied brightness (addGlitter in scenery-core.js), no longer drifting (the game never moves them). The LXFML views (the UGC page's second view, the property and zone views) draw both on the glitter colors from window.LDD_GLITTER, which now carries every glitter setting and is no longer cached, so changing a glitter setting on the settings page previews on any model's LXFML view without making it again. Check in the dashboard (not the game): open a glitter model on the UGC page; both views show still flecks and sparkles flashing on the glitter bricks only; change glitter_sparkle_amount / glitter_fleck_size in the settings and reopen the model: the LXFML view follows. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -434,10 +434,14 @@ and transparent) again:
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The icon draws the flecks where they are (the same texture and the .nif's UVs, before the light; `glitter_size` and
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`glitter_density`), opaque and transparent, and leaves the sparkles out (`Shaders::OverlayTags`: alpha tested shapes
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tagged `shader_glitter_sparkle` or 79). The UGC page's 3D view marks glitter meshes (`/api/ugc/mesh`: look
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`GLITTER` 512, a mesh with a stored texture in a group tagged `shader_glitter` or 21) and draws flecks from their
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UVs, and marks the sparkles (look `SPARKLE` 1024); the property and zone views, which draw bricks from the LXFML, draw
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flecks on the colors in `window.LDD_GLITTER` (`/api/bricks/materials.js`: the glitter colors by the current settings)
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from their positions.
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`GLITTER` 512, a mesh with a stored texture in a group tagged `shader_glitter` or 21) and draws flecks on their UVs,
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and marks the sparkles (look `SPARKLE` 1024, alpha tested and tagged `shader_glitter_sparkle` or 79), which it draws
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flashing on theirs as the client does (`addGlitter` in `static/js/scenery-core.js`: two layers of sparkles in cells,
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one at three quarters the scale sliding a tile in 24 s, the other a tile in 48 s, shown where both have one). The
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LXFML views (the UGC page's second view, the property and zone views) draw flecks and sparkles on the glitter colors
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from their positions, by `window.LDD_GLITTER` (`/api/bricks/materials.js`: the glitter colors and every glitter
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setting as they are now, not cached): a live preview of the settings without making the model again (a brick's own
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placement, `glitter_random`, is only in the made model).
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#### Satin
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