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@AdamTadeusz AdamTadeusz commented Nov 13, 2025

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
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---> neoassets PR <---

@AdamTadeusz AdamTadeusz marked this pull request as draft November 13, 2025 16:37
@Rainyan Rainyan requested a review from a team November 13, 2025 17:41
@AdamTadeusz AdamTadeusz marked this pull request as ready for review November 19, 2025 13:27
@AdamTadeusz AdamTadeusz changed the title Configurable IFF Markers Configurable IFF Markers and Player Xray during gameplay Nov 19, 2025
@AdamTadeusz AdamTadeusz marked this pull request as draft November 19, 2025 15:56
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forgot to make a neoassets pr for a new material

@AdamTadeusz AdamTadeusz added the Changes in neoAssets This PR depends on changes in the neoAssets repository. The relevant PR should be in the description label Nov 19, 2025
@AdamTadeusz AdamTadeusz marked this pull request as ready for review November 19, 2025 16:29
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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

@sunzenshen sunzenshen added the Conflict conflicts with master label Nov 20, 2025
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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.

@sunzenshen sunzenshen requested a review from a team November 20, 2025 05:57
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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

@AdamTadeusz AdamTadeusz removed the Conflict conflicts with master label Nov 20, 2025
sunzenshen
sunzenshen previously approved these changes Nov 21, 2025
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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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Rainyan commented Nov 25, 2025

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.

@sunzenshen sunzenshen added the Conflict conflicts with master label Nov 26, 2025
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Sorry for the merge conflict with my class utility setting. 😅

@AdamTadeusz AdamTadeusz removed the Conflict conflicts with master label Nov 26, 2025
Rainyan
Rainyan previously approved these changes Nov 26, 2025
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Rainyan commented Nov 26, 2025

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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sunzenshen commented Nov 27, 2025

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.mp4

Restarting 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.

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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.mp4

Restarting 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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sunzenshen previously approved these changes Nov 28, 2025
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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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AdamTadeusz commented Nov 28, 2025

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?

@AdamTadeusz AdamTadeusz marked this pull request as draft November 28, 2025 09:48
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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.

@AdamTadeusz AdamTadeusz dismissed stale reviews from sunzenshen and Rainyan via 66a943f November 28, 2025 10:05
@AdamTadeusz AdamTadeusz marked this pull request as ready for review November 28, 2025 10:25
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The horizontal scroll issue explains why the "Initial offset" setting was working earlier.

I checked the new build and it LGTM:

Image

@sunzenshen sunzenshen requested a review from Rainyan November 28, 2025 20:26
@AdamTadeusz AdamTadeusz merged commit 8b7d45b into NeotokyoRebuild:master Nov 30, 2025
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@AdamTadeusz AdamTadeusz deleted the 289_configurableIFFMarkers branch November 30, 2025 13:32
@DESTROYGIRL DESTROYGIRL added the UI/HUD Relates to the HUD, NeoUI, menus, etc label Dec 9, 2025
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