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Added Highlight command for Models missing overrides - #1157

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RuffledPlume wants to merge 5 commits into
117HD:masterfrom
RuffledPlume:HighlightModelOverride
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Added Highlight command for Models missing overrides#1157
RuffledPlume wants to merge 5 commits into
117HD:masterfrom
RuffledPlume:HighlightModelOverride

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@RuffledPlume

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Does what is says on the tin, Command: ::117hd highlight

ModelOverride.Highlighting.mp4

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RuffledPlume force-pushed the HighlightModelOverride branch 3 times, most recently from cc7e66c to 1596e94 Compare August 4, 2026 21:58

@aHooder aHooder left a comment

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LGTM, just a couple small things.

Comment thread src/main/java/rs117/hd/opengl/uniforms/UBOGlobal.java Outdated
| (modelOverride.invertDisplacementStrength ? 1 : 0) << 8
| (modelOverride.terrainVertexSnap ? 1 : 0) << 6
| (modelOverride.terrainVertexSnap ? 1 : 0) << 7
| (modelOverride == ModelOverride.NONE && !isActor ? 1 : 0) << 6

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Can you create a special material for this instead, similar to how the UNLIT material works? That would in theory simplify stripping it out when the feature is disabled, even though we don't currently do anything like that for materials.

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Wouldn't that mean we need to rebuild all the zones when the feature is active? Since the Static Models which have no override would need to switch over to the HIGHLIGHT material, I think

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Moving it to a HIGHLIGHT Material means this can happen on models without vertex colors:
image

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Hmm, I see. Kind of hard to say whether it should highlight a case like this though, since it's technically vanilla textured & we tend to replace those by replacing the vanilla texture directly. Maybe we should just skip the highlighting for vanilla textured faces? Might need @Jin-Jiyunsun's input here 👀

@RuffledPlume
RuffledPlume force-pushed the HighlightModelOverride branch from 333a9b5 to 333a6ff Compare August 8, 2026 00:57
@RuffledPlume
RuffledPlume force-pushed the HighlightModelOverride branch from 7bf910b to 6edddcf Compare August 10, 2026 09:31
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2 participants