[TF2] Fix Festivizer not attaching to jigglebones correctly in Loadout screen and other UI contexts - #2086
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[TF2] Fix Festivizer not attaching to jigglebones correctly in Loadout screen and other UI contexts#2086Piogre wants to merge 1 commit into
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…eview The loadout edit preview and other contexts (such as class select, lower-left HUD, scoreboard) use CTFPlayerModelPanel to render a simulacrum of the player with their current loadout. This module currently takes a shortcut for weapon attachment models by attaching everything directly to the player model. This has one side effect of attachment models failing to attach to jigglebones on their respective wepaons. This PR fixes this issue, rendering attachment models more similarly to how the statclock is already rendered, merging it to the weapon model so that it attaches correctly to jigglebones.
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In-game, weapon attachments (such as the Festivizer model) merge to the skeleton of the weapon in question, and as such will follow the jigglebone motions of the base weapon to stay visibly attached.
However, the Loadout screen and other UI contexts that display the player model (the lower-left HUD, the Scoreboard, the class-select screen) do not attach these attachment models do the weapon, just to the player model. As a result, weapons with jigglebones do not have the attachment bind correctly to the jigglebones in these contexts.
This PR reworks how attachment models get rendered in playermodelpanel, making them behave more similarly to the strange stat clock (and more similarly to how they attach in the individual weapon preview panels) so that the attachments get properly merged to the weapons' jigglebones, and thus attach correctly to their weapons in these contexts.
Fixes ValveSoftware/Source-1-Games#8062