Gitea #38 ROOT CAUSE + FIX: mech paint lost on geometry re-load (view toggle / respawn)
Found from the user's live 2-node demo: a Crimson MadCat went GREY in its own view after a V (inside/outside) toggle, with NO new [paint] or MakeMechRenderables line in the log -- so no rebuild, just a re-parse. ROOT CAUSE: the per-pilot colour/badge/patch is applied by rewriting MATERIAL NAMES while a BGF parses, and only while the substitution callback is installed (SetupMaterialSubstitutionList .. TearDown, bgfload.cpp:15-18). BTL4VideoRenderer::ApplyViewSkeleton re-parses every shown segment BGF on each view toggle AND on respawn (that is what its fresh graphic-state read is for), but did so OUTSIDE that bracket -> raw %color% placeholders -> unpainted materials -> grey. Nothing caches the geometry (d3d_OBJECT caches only textures), so every call re-parses. This is #38's mechanism: 'colors not preserved on respawn' was never a replication or teardown bug. FIX: re-install the substitution list around the reload, reusing the serial the mech was BUILT with -- SetupMaterialSubstitutionList advances the global %serno% per call, so a naive re-bracket would stamp a different serial and still resolve the wrong names. MechRenderTree gains paintSerno (captured before Setup at build); ApplyViewSkeleton installs/restores around the loop and logs it. Rig-verified: the crimson MadCat stays crimson (yellow patch intact) across repeated inside/outside toggles; each toggle now logs '[paint] color=red serno=0' + '(paint serno 0)'. ALSO -- corrections to yesterday's #44 name plate from the adversarial pass: - kPlateARGB 0xFF808080 -> 0x80FFFFFF. BMAP.BMF tag 0x0027 is dpfB_MATERIAL_OPACITY_TAG [T0 libDPL/dsys/PFBIZTAG.H], NOT a diffuse colour: the materials carry NO colour tag at all, so the plate is the unmodulated callsign raster at ~50% opacity, not a grey label. (Two independent workflows converged on this.) - the plate's K = 1/2.8 is NOT the hotbox's constant (2.8145) -- de-unified. - the Lock attribute is HUD attr id 10, an int/Logical*, not a Scalar*. - the PNAME pair split is the V half, not U (our per-player texture is one 128x32 cell, so the port quad samples v 0..1). - retracted bgf-format's 'tag 0x0027 likely SPECULAR [T4]'. KB: new reconstruction-gotchas section on the whole bug class (load-time-only state must be re-installed on every RE-load, incl. the serno trap). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
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co-authored by
Claude Opus 5
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35c750dc7c
commit
6c3fca2f67
@@ -111,10 +111,13 @@ the PLACE 2×2 grid. Corollaries:
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- The placeholder cells are stored **scanline-reversed** vs the compositor's top-down order
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(`LoadBitSliceTexture` writes y=0..31 top-down), so a naive PNAME draw gives the RIGHT
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number upside-down. Don't chase it — implement the compositor instead. [T1 / T3 fix choice]
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- These 6 materials carry **no DIFFUSE/AMBIENT** — only `NAME`, `MATERIAL_TEXTURE` and an
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**unhandled tag 0x0027** (12 B = {0.5,0.5,0.5}; only 41 uses in 1618 BMFs, likely SPECULAR
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[T4]). `bgfload` therefore falls back to the gray placeholder `0xFFB0B0B8`; force WHITE for
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these unlit text plates. And `decodeBSL` emits **alpha=255** for mono slices, so the plate
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- These 6 materials carry **no DIFFUSE/AMBIENT/EMISSIVE/RAMP** — only `NAME`,
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`MATERIAL_TEXTURE` and tag **`0x0027`** (12 B = {0.5,0.5,0.5}), which is
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**`dpfB_MATERIAL_OPACITY_TAG`** — `[T0` `engine/MUNGA_L4/libDPL/dsys/PFBIZTAG.H]`, NOT specular
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(that earlier [T4] guess is retracted). So the material contributes **no colour at all**: the
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authentic plate is the **unmodulated callsign raster at ~50% opacity**. `bgfload` would fall
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back to the grey placeholder `0xFFB0B0B8`; the reticle plate's 2D path therefore draws it as
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`0x80FFFFFF` (white, half alpha) — see [[gauges-hud]] §Lock ring. And `decodeBSL` emits **alpha=255** for mono slices, so the plate
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draws as an OPAQUE black rectangle — a billboard needs black→alpha-0 keying (which is exactly
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what the 2D path's A4R4G4B4 `0xFFFF/0x0000` upload does).
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@@ -545,3 +545,39 @@ exposed the stale-cursor blit as an offset ghost. LESSON: when transcribing a d
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sequence, verify EVERY vtbl call in the decomp is present -- and test the REDRAW/second-use
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path, not just first render. (Live-pinned by the operator's exact repro; bisect showed it
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was never a regression -- it shipped with the feature.)
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## Load-time-only state must be re-installed on every RE-load (issue #38, 2026-07-24)
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**The bug class:** a piece of state is installed around a resource load, mutates the load's
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*output*, and is then torn down — so any LATER re-load of that resource silently produces a
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different (wrong) result. Our port re-loads things the 1995 engine loaded once, which is
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exactly where this bites.
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**The archetype — mech paint.** The per-pilot colour/badge/patch is applied by REWRITING
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MATERIAL NAMES while a BGF parses: `SetupMaterialSubstitutionList(entity)` installs the
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callback (`dpl_ApplyMaterialNameCallback`, `engine/MUNGA_L4/bgfload.cpp:15-18`),
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`MakeMechRenderables` parses, `TearDownMaterialSubstitutionList()` removes it
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(`game/reconstructed/btl4vid.cpp` MechClassID case). But
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`BTL4VideoRenderer::ApplyViewSkeleton` **re-parses every shown segment BGF** on each
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inside/outside view toggle AND on respawn — and did so OUTSIDE that bracket, so the reload
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resolved the raw `%color%` placeholders and the mech rendered **grey**. There is no geometry
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cache to hide it (`d3d_OBJECT` caches only TEXTURES, `mTextureCache`), so every call re-parses.
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**Why it hid for months:** nothing logs, nothing crashes, and the FIRST build is correct — the
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mech is painted right until something re-loads it. Reported as "mech COLORS not preserved on
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respawn" (#38) and blamed on replication/teardown for weeks; it is neither.
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**The tell:** the symptom appears after a *view change or respawn* with **no new
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`[paint]` / `MakeMechRenderables` line in the log** — i.e. the geometry changed appearance
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without a rebuild. If a visual property is installed at load time, grep every call site of the
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loader, not just the "build" path.
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**The extra trap when you fix it:** `SetupMaterialSubstitutionList` ADVANCES the global
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`%serno%` counter (`gSerno`) per call, so naively re-bracketing stamps a DIFFERENT serial and
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still resolves the wrong material names. The fix must reuse the serial the mech was BUILT with
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(`MechRenderTree::paintSerno`, captured before Setup, restored around the re-install so the
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global sequence is untouched).
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**Rule:** when reconstructing, ask of every load-time-scoped hook — *what happens if this
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resource loads twice?* If the answer differs from the first load, either re-install the scope
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at every load site or cache the loaded object. Both are legitimate; silently re-parsing is not.
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@@ -9941,7 +9941,10 @@ void DPLRenderer::LoadNameBitmaps()
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// BT: the RETICLE TARGET NAME PLATE's texture (the 1995 PNAMEx.bgf plate art).
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// The plate meshes are quads UV-mapped onto a shared BITMAP material -- e.g.
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// PNAME1.BGF and PNAME2.BGF both reference `bmap:name12_mtl` and differ only in
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// their u-half (verified: the two files differ in 4 UV bytes) -- i.e. the plate
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// their V-half (verified: the two files differ in 4 UV bytes -- the V floats;
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// U runs 0..1 in both). Our per-player texture is 128x32 = ONE cell, so the
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// port's quad samples v 0..1 -- porting the literal PNAMEn.BGF UVs onto it
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// would render half a callsign. I.e. the plate
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// shows the player's CALLSIGN raster, which on our side is exactly this
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// per-player 128x32 name texture (4:1, the plate quad's 1.0 x 0.25 aspect).
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// These load for EVERY mission from StartImplementation, so a cockpit session
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@@ -147,10 +147,24 @@ void
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// substitution list back down.
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//
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SetFogStyle(updateFogSetting); // FUN_0045d3cc(this,0x68)
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// REMEMBER the serial this mech's paint is stamped with: gSerno is
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// what SetupMaterialSubstitutionList stamps into %serno% and it
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// ADVANCES per call, so a later geometry RE-parse (ApplyViewSkeleton,
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// which the 1995 engine never did -- it had all skeleton variants
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// resident) must re-install the list with THIS serial, not the next
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// one. Without it the reload resolves unpainted material names and
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// the mech turns grey (Gitea #38).
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const char built_serno = gSerno;
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SetupMaterialSubstitutionList(entity); // FUN_004d0cc0
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mech_root = MakeMechRenderables( // FUN_004cef28
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entity, model_resource, view_type);
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TearDownMaterialSubstitutionList(); // FUN_004d11e8
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{
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std::map<Entity*, MechRenderTree>::iterator ti =
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mMechRenderTrees.find(entity);
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if (ti != mMechRenderTrees.end())
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ti->second.paintSerno = built_serno;
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}
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// NB: the RootRenderable built by MakeMechRenderables registers
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// itself with the renderer (AddRenderable) and hooks to the entity's
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// localToWorld in its ctor -- no explicit AddDynamicRenderable here
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@@ -1872,17 +1886,21 @@ void
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// dpl_TranslateDCS(plate, K*reticlePos.x + -0.0f,
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// K*reticlePos.y + -0.08f, -1.0f);
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// dpl_FlushDCS (plate);
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// K = the x87 long double @0x4cee64 = 0.35714286 = 1/2.8 -- the SAME
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// 2.8 projection constant the hotbox uses, i.e. K converts the reticle's
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// -1..+1 screen space into eye-space extents at z = -1.
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// K = the x87 long double @0x4cee64 = 0.35714286322496386, which
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// reproduces 1.0f/2.8f bit-for-bit -- it converts the reticle's -1..+1
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// screen space into eye-space extents at z = -1. NOTE the HOTBOX uses a
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// DIFFERENT authored constant (the double 2.8145 with the +/-1.6 edge
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// thresholds) -- 2.8 != 2.8145, do not unify them. [T1]
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// @004cec98: the plate's MESH is the target player's (see
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// BTReticleTargetPlate in mech4.cpp), visibility 1; no owning player
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// -> visibility 0.
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// @004cdd75 / @004cddc1: reticle Off, or On-but-simple-X (PrimaryHudOn
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// clear) -> visibility 0 and the cached target cleared.
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// @004cebf9-@004cec47 -- THE LOCK GATE: the block is entered on a change
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// of EITHER the target (Reticle+0x1c) or the LOCK attribute (the
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// Scalar* at this+0x184, cached at +0x188), and when that lock value
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// of EITHER the target (Reticle+0x1c) or the LOCK attribute (HUD attr
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// id 10 "Lock", an int/Logical* at this+0x184 cached at +0x188 -- the
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// producer writes 0/1, the consumer does `mov eax,[ecx]; test eax,eax`
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// @0x4cec12), and when that lock value
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// reads 0 it branches to the hide path (@004ced87). So the plate needs
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// a real fire-control LOCK, not merely something under the crosshair --
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// the same `gBTHudLockState == 2` rule the lock RING uses below.
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@@ -1914,11 +1932,17 @@ void
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const float kPlateH = 0.25f; // ... and its y extent (4:1)
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const float kInvK = 2.8f; // 1/K -- eye-space -> reticle
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const float kPlateDY = 0.08f * kInvK; // = 0.224 below the aim point
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// The plate's own material colour: content/VIDEO/MAT/BMAP.BMF gives
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// `name12_mtl` (and each sibling) a NEUTRAL (0.5, 0.5, 0.5) -- the pod's
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// plate is a grey-white label, NOT phosphor green like the reticle
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// glyphs. 0.5 * 255 = 128.
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const unsigned long kPlateARGB = 0xFF808080;
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// content/VIDEO/MAT/BMAP.BMF: name12/34/56/78_mtl carry ONLY a 0x0021
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// MATERIAL_TEXTURE plus 0x0027 = `dpfB_MATERIAL_OPACITY_TAG` {0.5,0.5,0.5}
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// [T0 libDPL/dsys/PFBIZTAG.H]. There is NO diffuse / ambient / emissive /
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// ramp tag -- so the material contributes NO COLOUR, only a texture and
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// ~50% opacity. The plate is therefore the UNMODULATED callsign raster at
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// half alpha (it blends with the scene behind it), NOT a grey label and
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// NOT phosphor green like the reticle glyphs.
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// [T3 on the exact ARGB: the opacity payload is an RGB triple, so it could
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// be per-channel transmissivity; all three channels are 0.5 here, so a
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// scalar alpha is the only reading the data distinguishes.]
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const unsigned long kPlateARGB = 0x80FFFFFF;
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const int plate = (gBTHudPrimary && gBTHudLockState == 2)
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? BTReticleTargetPlate() : 0;
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@@ -2440,6 +2464,35 @@ int
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? (int)EntitySegment::SkeletonType_A
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: render_tree.skeletonType;
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//
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// PAINT ON RELOAD (Gitea #38 root cause, 2026-07-24). The loop below
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// re-parses every shown segment's BGF through d3d_OBJECT::LoadObject, and
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// there is NO geometry cache (only mTextureCache) -- so each call is a fresh
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// parse. The per-pilot colour/badge/patch is applied by REWRITING MATERIAL
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// NAMES during that parse, and only while the substitution callback is
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// installed (`dpl_ApplyMaterialNameCallback`, engine/MUNGA_L4/bgfload.cpp:15-18;
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// installed by SetupMaterialSubstitutionList, removed by TearDown). Reloading
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// outside that bracket resolved the raw `%color%` placeholders -> unpainted
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// materials -> the mech rendered GREY. Reproduced live 2026-07-24: a crimson
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// MadCat went grey in its own view after a V (inside/outside) toggle, with NO
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// new [paint]/MakeMechRenderables line in the log -- i.e. no rebuild, just
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// this re-parse. The RESPAWN path lands here too (that is what the
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// fresh-graphic-state read below is for), which is issue #38's mechanism.
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// Re-install the list with the serial the mech was BUILT with, then restore
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// the global counter so other mechs' serials are untouched.
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// [T2 -- our port re-parses where the 1995 engine kept every skeleton variant
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// resident, so this bracket is a PORT-NECESSARY restoration of the binary's
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// invariant: mech geometry is only ever parsed with its paint installed.]
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//
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const int reinstall_paint = (render_tree.paintSerno != 0);
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if (reinstall_paint)
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{
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const char saved_serno = gSerno;
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gSerno = render_tree.paintSerno;
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SetupMaterialSubstitutionList(viewpoint);
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gSerno = saved_serno; // Setup advanced it -- keep the sequence
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}
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JointedMover *jm = (JointedMover *)viewpoint;
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EntitySegment::SegmentTableIterator it(jm->segmentTable);
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EntitySegment *segment;
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@@ -2491,10 +2544,16 @@ int
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render_tree.segGState[slot] = (int)gstate;
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if (obj) ++shown; else ++hidden;
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}
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if (reinstall_paint)
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{
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TearDownMaterialSubstitutionList();
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}
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DEBUG_STREAM << "[view] skeleton "
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<< (inside ? "A (inside)" : "N (outside)") << ": "
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<< shown << " segment mesh(es) shown, " << hidden
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<< " hidden\n" << std::flush;
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<< " hidden (paint serno "
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<< (render_tree.paintSerno ? render_tree.paintSerno : '-')
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<< ")\n" << std::flush;
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return shown;
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}
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@@ -485,9 +485,9 @@ class BTReticleRenderable:
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// the pip-row origin/scale and the two tick-ladder frames), which this
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// port ctor reproduces directly. The one live input the glyphs consume
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// is the target RANGE (drives the range-scale caret); it binds to a
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// Scalar the targeting step updates. The 3D marker chain + the
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// PNAME1-8.bgf pip meshes (the floating 3D target designator) are a
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// separate deferred piece -- see phases/phase-02-dpl2d-reticle.md.
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// Scalar the targeting step updates. The PNAME1-8.bgf TARGET NAME PLATE
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// (the target's callsign under the crosshair) is RECONSTRUCTED -- see
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// Draw() and phases/phase-02-dpl2d-reticle.md.
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//
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BTReticleRenderable( // @004cc40c (port signature)
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Entity *entity,
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@@ -707,6 +707,10 @@ extern void BTDrawReticle(struct IDirect3DDevice9 *device);
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d3d_OBJECT *wreckFlamesObj;
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std::map<int, HierarchicalDrawComponent*> segRenderable; // slot -> joint renderable
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std::map<int, int> segGState; // slot -> last applied graphic state
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char paintSerno; // the %serno% this mech was BUILT with
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// (0 = none) -- ApplyViewSkeleton re-parses
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// segment BGFs, so the paint substitutions
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// must be re-installed with the SAME serial
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};
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std::map<Entity*, MechRenderTree> mMechRenderTrees;
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