Files
DarkflameServer/dUgcServer/Bricks/UgcCdClient.h
Aaron Kimbrell 7c32779e89 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>
2026-09-28 22:31:26 -05:00

13 lines
503 B
C++

#pragma once
#include <string>
#include "UgcJobs.h"
// What the UGC server reads from the CDClient (main thread only: the CDClient connection isn't shared with workers)
namespace UgcCdClient {
// A modular build's modules (ugc_modular_build.ldf_config) with their render assets and module data, and the
// ModularBuildComponent of their build type; false and `error` when it can't be put together
bool GatherModular(const std::string& modules, UgcJobs::ModularInput& input, std::string& error);
}