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Clean README mentions and finalize current gameplay/UI fixes
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16f8b0177e
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6 changed files with 121 additions and 57 deletions
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@ -1649,7 +1649,19 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
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characterShader->setUniform("uUnlit", unlit ? 1 : 0);
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float emissiveBoost = 1.0f;
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glm::vec3 emissiveTint(1.0f, 1.0f, 1.0f);
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if (unlit) {
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// Keep custom warm/flicker treatment narrowly scoped to kobold candle flames.
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bool koboldCandleFlame = false;
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if (colorKeyBlack) {
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std::string modelKey = gpuModel.data.name;
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std::transform(modelKey.begin(), modelKey.end(), modelKey.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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koboldCandleFlame =
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(modelKey.find("kobold") != std::string::npos) &&
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((modelKey.find("candle") != std::string::npos) ||
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(modelKey.find("torch") != std::string::npos) ||
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(modelKey.find("mine") != std::string::npos));
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}
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if (unlit && koboldCandleFlame) {
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using clock = std::chrono::steady_clock;
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float t = std::chrono::duration<float>(clock::now().time_since_epoch()).count();
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float phase = static_cast<float>(batch.submeshId) * 0.31f;
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