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Fix TF2 menu and projectile presentation - #6

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Hona wants to merge 4 commits into
mainfrom
work/tf2-menu-projectile-presentation
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Hona wants to merge 4 commits into
mainfrom
work/tf2-menu-projectile-presentation

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@Hona

@Hona Hona commented Jul 21, 2026

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Summary

  • restore the configured TF2 Main Menu character presentation outside gameplay
  • include all 12 resolved particle material states in PMST under the same PMST/PPTM/PSPR identities
  • verify visible rocket trails, smoke, wall/mid-air explosion children, graceful stop, and cleanup

Verification

  • 286 Bun tests
  • full Rust tests and Clippy
  • TF2 WASM verification
  • TF2 Vite production build
  • cold/warm/mobile headed browser acceptance

No proprietary media or game assets are committed.

Copilot AI review requested due to automatic review settings July 21, 2026 03:26

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@Hona

Hona commented Jul 21, 2026

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Follow-up from hands-on testing: the exact effects are present in void space, but world depth ordering is still wrong. Viewmodels can disappear behind floors/walls, rocket smoke physically in front of walls can be occluded, and wall-impact effects are not reliably visible. A continuation is active to correct the shared world/viewmodel/particle depth-phase contract and establish whether TF2 requires a persistent scorch decal. Please hold merge until the follow-up commits and checks land.

@Hona

Hona commented Jul 21, 2026

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Additional verified issue from testing: MainMenuOverride.res declares wide=f0 and tall=480, but 480 is the proportional 480-unit design height. Official CHudMainMenuOverride::ApplySchemeSettings calls SetProportional(true) before LoadControlSettings. Our GameUI integration creates CHudMainMenuOverride without enabling proportional mode, so a 1192x1339 viewport incorrectly yields a 1192x480 root. The follow-up must set the code-created Main Menu family proportional before resource application and assert exact full-height geometry across 1192x1339, desktop, ultrawide, portrait, DPR, resize and restore schedules. This is a PR #6 GameUI correction; PR #7 remains the shared viewport/HUD owner work.

@Hona

Hona commented Jul 21, 2026

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Additional exact Main Menu layer confirmed from testing. CharacterBackgrounds.txt only selects character images/weights/restrictions; it does not pair classes with map screenshots. Normal MainMenuOverride.res leaves its Background image empty/hidden except holiday variants. The ordinary grey/white 2Fort-style screenshot is therefore a separate underlying GameUI/BasePanel background presentation, currently omitted because our TF2 override is mounted over a black app background. Follow-up must establish the exact configured background source/list, selection/rotation lifecycle, aspect behavior and layering, then render it beneath TFCharacterImage and controls. Do not bind it to class selection or use an online/lookalike image.

@Hona

Hona commented Jul 21, 2026

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Final Main Menu layer follow-up is now active. Exact content confirms CharacterBackgrounds only selects character art and normal MainMenuOverride Background is blank/hidden except holidays. The missing 2Fort-style screenshot belongs to the underlying generic GameUI/BasePanel background. The worker is deriving its configured source/list, selection/rotation lifecycle, aspect behavior, source/PUIB closure, and layering beneath TFCharacterImage. PR #6 remains hold-merge until this passes with the proportional-height and depth fixes.

@Hona

Hona commented Jul 21, 2026

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Replaced by #10, replayed linearly on current main with the resource-graph and cache-recency integration verified.

@Hona Hona closed this Jul 21, 2026
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2 participants