Clean README mentions and finalize current gameplay/UI fixes

This commit is contained in:
Kelsi 2026-02-19 03:31:49 -08:00
parent 16f8b0177e
commit 871da33942
6 changed files with 121 additions and 57 deletions

View file

@ -1649,7 +1649,19 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
characterShader->setUniform("uUnlit", unlit ? 1 : 0);
float emissiveBoost = 1.0f;
glm::vec3 emissiveTint(1.0f, 1.0f, 1.0f);
if (unlit) {
// Keep custom warm/flicker treatment narrowly scoped to kobold candle flames.
bool koboldCandleFlame = false;
if (colorKeyBlack) {
std::string modelKey = gpuModel.data.name;
std::transform(modelKey.begin(), modelKey.end(), modelKey.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
koboldCandleFlame =
(modelKey.find("kobold") != std::string::npos) &&
((modelKey.find("candle") != std::string::npos) ||
(modelKey.find("torch") != std::string::npos) ||
(modelKey.find("mine") != std::string::npos));
}
if (unlit && koboldCandleFlame) {
using clock = std::chrono::steady_clock;
float t = std::chrono::duration<float>(clock::now().time_since_epoch()).count();
float phase = static_cast<float>(batch.submeshId) * 0.31f;