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fix damage overlay for animated objects - #81

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ccp-intern merged 5 commits into
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fix-damage-overlay-on-animated-child
Sep 2, 2026
Merged

fix damage overlay for animated objects#81
ccp-intern merged 5 commits into
mainfrom
fix-damage-overlay-on-animated-child

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https://fenriscreations.atlassian.net/browse/PLAT-11984
EveSpaceObject2 used to pass the effect of its impact overlay to the children. This caused children to get the wrong shader when the parent was static and the child animated, causing the damage impact to be displayed in bind pose rather than on the animated child.
This PR fixes the bug by selecting which effect to use in sof. This not only addresses the animation, but also varying race data bound to the effect. It also preserves the sharing of the effects (no idea if there is actually any performance benefit).

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Cpp-linter Review

Used clang-format v21.1.8

Click here for the full clang-format patch
diff --git a/trinity/Eve/SpaceObject/Children/EveChildMesh.h b/trinity/Eve/SpaceObject/Children/EveChildMesh.h
index 954aa4b..023985f 100644
--- a/trinity/Eve/SpaceObject/Children/EveChildMesh.h
+++ b/trinity/Eve/SpaceObject/Children/EveChildMesh.h
@@ -208 +208 @@ public:
-	void SetArmorDamageShaderEffect( Tr2Effect* effect );
+	void SetArmorDamageShaderEffect( Tr2Effect * effect );

Have any feedback or feature suggestions? Share it here.

Comment thread trinity/Eve/SpaceObject/Children/EveChildMesh.h Outdated
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
@github-actions
github-actions Bot dismissed their stale review September 1, 2026 17:22

outdated suggestion

@ccp-intern
ccp-intern merged commit 98ee5e0 into main Sep 2, 2026
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2 participants