Props do not draw if placed at 0, 0, 0 (x/y/z)
The title says it all...

He remains invisible during the sequence.

This weird prop/model disappearing thing also applies to the orange gel pipe when it swaps out to the collapsing animation
Adding this here as it might be related.

so far what both of these occurrences have in common is that when they swap to an animation they use for the sequence (gel pipe to it's collapsing one, wheatley to his moonshot animations) they disappear from the players view completely.
If need be I can make this a separate issue but I feel like these might be related.
I will continue to see if I can find any more info related to either of these that might help figure out the cause of it.
I have found something that could help out!
Wheatley's main boss model and whatnot is sent the input to DisableDraw when you hit the stalemate button but for some reason the model/entity that handles the entire moonshot sequence is never actually drawn properly!
I found that I could still reenable the boss Wheatley manually using picker and a few clever commands to fire EnableDraw. But during the moonshot cutscene trying to run enable draw on whatever Wheatley Chell is holding doesn't seem to actually do anything.
I assume it's already had EnableDraw fired on it but something is preventing the model from properly displaying.
And now I'm wondering if the same is happening with the orange gel pipe. Since I believe it does swap out the model.
Last update for now:
Running ent_fire prop_dynamic enabledraw on sp_a4_finale4 resulted in this in regular portal 2

That second Wheatley does not appear when doing this in P2CE
Confirming that Wheatley's model is in fact not being drawn
Still an issue
Still an issue after 3 years
I have found something that could help out!
Wheatley's main boss model and whatnot is sent the input to DisableDraw when you hit the stalemate button but for some reason the model/entity that handles the entire moonshot sequence is never actually drawn properly!
I found that I could still reenable the boss Wheatley manually using picker and a few clever commands to fire EnableDraw. But during the moonshot cutscene trying to run enable draw on whatever Wheatley Chell is holding doesn't seem to actually do anything.
I assume it's already had EnableDraw fired on it but something is preventing the model from properly displaying.
And now I'm wondering if the same is happening with the orange gel pipe. Since I believe it does swap out the model.
drawing for the @sphere entity is intentionally disabled for the moonshot and speed gel sequences because there are like 10 to 20-something prop_dynamics specifically fit and tailored for said sequences in finale4, which are located at the very center of the map (xyz coords are equivalent to 0,0,0).
this is most probably happening due to some implementation of ages-old culling/x-ray cheat prevention changes that were implemented in CS:GO an unspecified number of years ago. I definitely want this issue to be fast-tracked ASAP, but there's not really much I can do here either.
managed to reproduce this just now. things literally stop drawing properly ingame if they're offset at 0, 0, 0.
proof that the entities exist:
same props showing up in hammer:
does not reproduce if offset away from all zeroes
Fixed in the next staging build
Fixed in the next staging build
confirmed
i take back that comment, this is not fully fixed
Are we sure this isn't an unrelated issue? The piece of code responsible for this bug is extremely simple, so I doubt it's coming back from the dead here.
Per @ozxybox:
If there is a separate bug from models rendering at world origin, can we open a separate issue for that? The world origin bug is fixed now afaik
@pivotman319-owo can you open a new issue with this information?
i take back that comment, this is not fully fixed
