fix damage overlay for animated objects - #81
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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 );
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….com/carbonengine/trinity into fix-damage-overlay-on-animated-child
CCPNobody
approved these changes
Sep 2, 2026
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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).