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@bobatealee bobatealee commented Sep 16, 2025

This pull request is an expansion of #1500, and does the following:

  • Added team color support to invis proxy
invis_broken.mp4
invis_fixed.mp4
  • Added cloaking ragdoll support to Invis proxy (parity with spy_invis)
invis_ragdolls.mp4
  • Added tf_viewmodel_cloak_tint convar float (default: 0); controls color factor on viewmodels
invis_viewmodel.mp4
  • Skip checking for unused attribute (taunt_attr_player_invis_percent) every frame an object is cloaked
    • This attribute is hidden and unused; skipping over this decreases load when invoking GetEffectiveInvisibilityLevel()
  • Moved all player materials to invis proxy
    • Player materials previously used both invis and spy_invis proxies, causing strange opaqueness; changed default value of tf_teammate_max_invis to account for the current appearance in a non-buggy way
    • Materials can be found in a private workshop submission or in the following .zip file: tf2_player_materials_invis.zip

EDIT: I've created a second commit that moves the invis proxy out of viewmodel code wholesale, over to player client code. Additionally refactored cloak tinting and tint factor to be generic and get processed only once.

- Added team color support to Invis proxy
- Added cloaking ragdoll support to Invis proxy
- Added `tf_viewmodel_cloak_tint` convar float (default: 0); controls color factor on viewmodels
- Skip checking for unused attribute every frame an object is cloaked
- Moved all player materials to Invis proxy; changed default value of `tf_teammate_max_invis` to account
Now that the Invis proxy is capable of covering all bases, it's been moved to player client code

Additionally, refactored to have cloak tinting only happen at the end and use a generic tint factor (only set by viewmodel convar)
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