Mario [Wed, 12 Aug 2015 10:09:52 +0000 (10:09 +0000)]
Merge branch 'sev/luma_itemstime' into 'master'
Small icon updates for itemstime panel
I made a few revisions after the merge of the itemstime panel:
- Because HUD icons are inherited from the default theme, it is unnecessary to add identical icons to the luminos theme.
So I removed them to save some space.
- There already are icons for the strength and shield powerups, it is redundant to add second versions.
However, the quality of the new icons is a lot better than the old ones, so I moved
`default/item_shield` and `default/item_strength` to `default/shield` and `default/strength`.
- To match these new powerup icons, I updated the buff and superweapons icons.
Mario [Tue, 11 Aug 2015 18:42:59 +0000 (18:42 +0000)]
Merge branch 'terencehill/menu_listbox_changes' into 'master'
Menu listbox changes
Menu listbox changes:
* scrolling with mouse wheel / scrollbar no longer changes the current selection
* scrolling and selection changes are now smooth
* FIX: remove highlighting from the focused item when the cursor is moved to the scrollbar area
* FIX: Highlight the focused item even while scrolling
* stats list no longer shows a selected item as it's useless
* servers list no longer automatically scroll at the beginning following the first seen server
Mario [Tue, 11 Aug 2015 16:30:30 +0000 (16:30 +0000)]
Merge branch 'terencehill/itemstime' into 'master'
Items Time
Features:
* Panel that displays left time until important items respawn in the map: mega health, large armor, powerups (strenght, invincible, jetpack, fuel regenerator) and superweapons.
* Waypoints for mega health and large armor, displayed just like the existing powerup waypoints, obviously visible only to spectators
Panel and waypoints can be enabled when spectating (g_waypointsprite_itemstime 1, hud_panel_itemstime 1) or also when playing in warmup stage (g_waypointsprite_itemstime 2, hud_panel_itemstime 2).
In order to prevent cheating, server can completely disable this feature by setting sv_itemstime to 0 (1 by default).
terencehill [Mon, 10 Aug 2015 22:58:09 +0000 (00:58 +0200)]
seta hud_panel_itemstime_hidespawned "1" "if 1 hide an item from the panel when all the occurrences of it are available again; if 2 hide it when at least one occurrence is available again"
Mario [Mon, 10 Aug 2015 18:11:18 +0000 (18:11 +0000)]
Merge branch 'terencehill/kh_fix' into 'master'
Fix and improve not working notification about missing teams in KeyHunt
Fix not working notification about missing teams in KeyHunt (outdated notification parameters) and use the improved system used in CA and FT to detect changes of missing teams
terencehill [Fri, 7 Aug 2015 15:01:31 +0000 (17:01 +0200)]
Fix not working notification about missing teams in KeyHunt (outdated notification parameters) and use the improved system used in CA and FT to detect changes of missing teams
terencehill [Thu, 6 Aug 2015 09:45:19 +0000 (11:45 +0200)]
showspawned enabled: show item icon more transparent when all items of the same kind aren't available, show it at full alpha if at least one item is available; update time when an item is taken in order to always refer to the next item of the same kind going to respawn
Mario [Wed, 5 Aug 2015 12:58:38 +0000 (12:58 +0000)]
Merge branch 'sev/buff_updates' into 'Mario/buff_updates'
Buff revisions
This branch combines all my visual buff updates.
- The buff shaders have been revised for a consistent quality
- Buff icons are added to the HUD themes
- The powerup panel now also shows the buffs with their icons
- The buff colors have been updated
One thing that is left: The buff HUD panel, and all associated cvars, are now obsolete.
If you agree, I can remove them.
Mario [Tue, 4 Aug 2015 05:52:30 +0000 (05:52 +0000)]
Merge branch 'terencehill/mapvote_layout_changes' into 'master'
Map/gametype vote layout changes
Improvements over the map/gametype vote screens:
* items as big as possible with minimum alteration of the desired item aspect ratio (like in the weapons panel layout)
* layout more compact with limited item size (especially with very few vote choices)
* added a background in the default hud skin, as part of the change that makes them real panels
* fixed a few minor things
* the fps panel (if enabled) is kept on screen during the map vote
Mario [Sun, 2 Aug 2015 12:23:59 +0000 (12:23 +0000)]
Merge branch 'Mario/ctf_updates' into 'master'
Merge branch Mario/ctf_updates (L merge request)
Adds support for 3 and 4 team CTF, along with a couple of other fixes & features (namely one-flag, new reverse mode where flags are not switched & players pickup their own flag, option to delay returning of the flag when it touches the void).
Mario [Sun, 2 Aug 2015 03:00:19 +0000 (03:00 +0000)]
Merge branch 'Mario/weapon_stats' into 'master'
Merge branch Mario/weapon_stats (S merge request)
Hides unavailable weapons from the scoreboard, also attempted fix for scoreboard_accuracy_doublerows (was completely misaligned before, aligns properly now, but shows a load of unnecessary tiles).
Mario [Sun, 2 Aug 2015 02:53:46 +0000 (02:53 +0000)]
Merge branch 'sev/luma_hud_vehicles' into 'master'
Luma vehicle HUD revision
I intended to update some of the vehicle HUD images,
but ended up rewriting the vehicle HUD drawing code as well.
Changes from a developers perspective:
- The server sends more consistent vehicle stats, especially for secondary ammo.
- All vehicles now use a common HUD drawing function.
- All HUD images are drawn in relation to the frame image, rather than being measured individually.
- All vehicle crosshairs are scaled consistently, with cl_vehicles_crosshair_size.
- **Update**: The vehicle images are now fully integrated with the existing HUD themes.
Changes from a players perspective:
- Improved and more consistent crosshairs, also with a special healing crosshair for the Bumblebee.
- Secondary ammo is better represented. The bar shows the total ammo left, instead of reloading after each shot.
While the weapon is unusable during recharge, the icon is grayed out.
- Icons and bars are colored, using the health/armor colors from the main HUD for consistency.