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Configurable IFF Markers and Player Xray during gameplay #1473
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Configurable IFF Markers and Player Xray during gameplay #1473
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forgot to make a neoassets pr for a new material |
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sorry for another push I forgot we were disabling vision modes when spectating players in eye and using xray, that's redundant now |
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The effect looks really good in game. There are some merge conflicts from the last settings related PR merge, so those need to be resolved.
Not 100% sure what's going on with my lack of diagonal lines texture, but another reviewer can sanity check me.
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oopse poopsie @sunzenshen I added the shader to neoassets too, I thought I saw the compiled shader in the changed files list and thought it would copy over when building, adding the compiled shader to neoassets is how new shader authoring works |
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While I think some aspects of the UX of the configuration are a bit unclear (specifically Xray vs non-Xray config tabs and which ones go into effect when Player Xray is enabled), I think the most expedient way to get feedback on the user experience is to show this to playtesters as an initial version, so I think this is worth trying.
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But perhaps it would be good to have @nullsystem look over the menu UI changes, since he's the most knowledgeable about how that stuff works. |
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Sorry for the merge conflict with my class utility setting. 😅 |
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Also, should we default-enable this feature? It seems like a huge usability win, and it would be nice to get as many people as possible to playtest it. |
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Setting the max value (64) of "Initial offset" in the IFF customization settings causes the player crosshair to be moved to the top center-left of the screen: iff_highlight_customize_max_initial_offset_crosshair_bug.mp4Restarting the game resets the crosshair to be in the center again, but as far as I can tell dying or round resets or changing the setting back to a different value does not reset the crosshair position. |
lmao |
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Open to the idea of merging this in for testing with the odd extreme offset bug if we open a follow up issue. We can just tell testers that the "Initial offset" setting is jank and get their feedback early.
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no this is a major bug that has to be fixed beforehand |
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looks like the issue isn't the offset, its the new horizontally scrolling tabs. Opening either the options or the find server menu messes with the crosshair. I thought that vgui::surface()->SetFullscreenViewport changed the size of the viewport on top of the stack, but it looks like its a general setting instead? |
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There is no documentation on this, but treating the SetFullscreenViewport as a function that sets the size of the NEXT fullscreen viewport to be pushed onto the stack ( and perhaps any further viewports if its not used again or something else resets it ), seems to give the right behavior. |
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Description
Makes the IFF markers customizable from the options menu, using the same serialisation concept that is used for the crosshair.
ALSO implements the player xray proposed feature.
Discord initial discussion
Google Doc
---> neoassets PR <---