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feat(lights): add independent high beam dummy nodes and material colors - #348

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CanerKaraca23:feat/lights-highbeam-nodes

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Resolves #213

Summary

Adds support for independent high beam dummy nodes (highbeam_l, highbeam_r, highbeam) and dedicated material RGB color codes (highbeam_r: 0, 255, 197 and highbeam_l: 255, 172, 0), enabling vehicles to separate low-beam and high-beam light sources and materials.

Changes

  • Dummy Node Support: Added highbeam_l, highbeam_r (cars) and highbeam (motorcycles/center lights) detection in HeadlightComponent.
  • Material Color Detection: Added MagicColors::HIGHBEAM_R (0, 255, 197) and MagicColors::HIGHBEAM_L (255, 172, 0) in src/features/core/colors.h mapped to eMaterialType::HighBeamRight and eMaterialType::HighBeamLeft.
  • Rendering & Corona Sizing: When high beam dummies exist, low-beam headlights do not scale up on high-beam toggle; instead, high-beam dummy coronas, point lights, and directional shadows are rendered independently while high beams are active.
  • JSON Configuration: Added fallback support for "highbeam" in lights JSON configuration block.
  • Enums & API: Added HighBeamLeft and HighBeamRight to eMaterialType and ME_LightID.

@CanerKaraca23
CanerKaraca23 force-pushed the feat/lights-highbeam-nodes branch 6 times, most recently from a3dcd9d to 5e1d216 Compare September 20, 2026 12:05
@CanerKaraca23
CanerKaraca23 force-pushed the feat/lights-highbeam-nodes branch from 5e1d216 to a7b2d8b Compare September 20, 2026 13:29
@CanerKaraca23
CanerKaraca23 marked this pull request as draft September 20, 2026 21:28
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Nodes and material colors for long lights (G key)

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