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Fix scripted attachment UI's render phase ordering - #672

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TheLostInPlace wants to merge 1 commit into
themrdemonized:all-in-one-vs2022-wpo-mtfrom
TheLostInPlace:wd-fixes
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TheLostInPlace wants to merge 1 commit into
themrdemonized:all-in-one-vs2022-wpo-mtfrom
TheLostInPlace:wd-fixes

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@TheLostInPlace

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Item and camera attachment UIs (custom_ui_func screens, detector screens, script attachments) were drawn after phase_combine, straight onto the back buffer, so night vision, LUT, bloom and TAA never touched them while HUD meshes and the 3D PDA screen got all of them.

Draw them in render_forward ahead of r_dsgraph_render_sorted_hud, the order the non-MT renderer uses, so the post chain covers them and a glass pane in front of a device screen blends over it the way the 3D PDA glass does.

TL;DR
Issue was exposed by Wearable Devices, this PR essentially fixes an oversight in the MT UI rendering pathway that non-MT gets right.

Item and camera attachment UIs (custom_ui_func screens, detector screens,
script attachments) were drawn after phase_combine, straight onto the back
buffer, so night vision, LUT, bloom and TAA never touched them while HUD
meshes and the 3D PDA screen got all of them.

Draw them in render_forward ahead of r_dsgraph_render_sorted_hud, the order
the non-MT renderer uses, so the post chain covers them and a glass pane in
front of a device screen blends over it the way the 3D PDA glass does.
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