Mario [Fri, 6 Mar 2015 07:31:36 +0000 (07:31 +0000)]
Merge branch 'terencehill/weapon_panel_retry' into 'master'
Weapons panel improvements
I've taken into account sev's feedback at !106 and after lots of tests I came up with something good, I think.
To sum it up the changes:
* weapons are now sorted either vertically (more rows) or horizontally (more columns) (not just vertically as before)
* all weapons layout: more symmetrical distribution, icons are now as big as possible
* only owned layout: prefer stretched layouts (like in sev's branch) but avoid too much stretched layouts where item aspect ratio gets altered
terencehill [Sun, 15 Feb 2015 00:14:46 +0000 (01:14 +0100)]
Onlyowned layout: instead of keeping original table proportions as much as possible, use the previous method that prefers stretched layouts but avoid too much stretched layouts where item aspect ratio gets altered
terencehill [Sat, 14 Feb 2015 13:23:47 +0000 (14:23 +0100)]
Reimplement all-weapons table size calculation in order to make item aspect ratio as close as possible to the desired aspect ratio, which means icons as big as possible.
Mario [Sat, 14 Feb 2015 13:07:07 +0000 (13:07 +0000)]
Merge branch 'sev/weapon_panel_retry' into 'master'
Weapon Panel Retry
Based on the discussion at !105, I've made the following changes to @terencehill's implementation:
- The icons are distributed symmetrically, no matter if the panel is arranged vertically or horizontally
- If the bounds touch a screen edge, the panel is snapped to that edge
terencehill [Mon, 9 Feb 2015 10:01:47 +0000 (11:01 +0100)]
Weapon panel only owned mode: reduce table trying to keep the original table proportions as much as possible, gives a more consistent layout across different number of owned weapons. Weapons are now sorted either vertically or horizontally depending on the original table proportions
terencehill [Sat, 7 Feb 2015 20:00:55 +0000 (21:00 +0100)]
Ultimate improvement of the onlyowned layout: change the automatic fix of the weapon icon aspect ratio to note scale the icon up, then scale it up (when there's enough available space) with hud_panel_weapons_onlyowned_icon_maxscale without altering aspect ratio
Mario [Wed, 4 Feb 2015 03:20:10 +0000 (03:20 +0000)]
Merge branch 'sev/crosshairs_size' into 'master'
Crosshair size
I've noticed that the default scale of the crosshairs is quite small. This causes aliasing issues, even at a resolution of 1920x1080, esp. for the per-weapon crosshairs.
With this branch I propose to slightly increase the default scale of all crosshairs from 0.3 to 0.4, as well as to increase some of the per-weapon crosshair scales,
to improve the first impression.
Mario [Tue, 3 Feb 2015 04:40:48 +0000 (04:40 +0000)]
Merge branch 'terencehill/weapon_panel_fix' into 'master'
Terencehill/weapon panel fix
Recent weapons panel changes weren't all good so I had to revert them: weapon icons currently are too wide when owning few weapons, onlyowned enabled and the panel shape is more squared.
Then I furtherly improved the previous code to achieve the same sev's goal, that is, more compact layout and better use of the available space.
Mario [Mon, 2 Feb 2015 08:42:40 +0000 (08:42 +0000)]
Merge branch 'Mario/qc_updates' into 'master'
QC Updates
Updates mainly aiding transpilation, but also nice to have if sticking with DarkPlaces
* `float` -> `int`/`bool`
* Helps the transpiler immensely
* Scope visibility reduction
* Replaces `#define` with `const`
* More readable transpiler output (constant names instead of inline values)
* Replaces `vector_[xyz]` with `vector.[xyz]` (but not `entity.vector_[xyz]` because of a compiler bug)
* Removes `-Wno-double-declaration`
* Required for compilation of transpiled source
* Removes useless uses of `var`, `noref` and `local`
* Uses `#include` instead of `progs.src`
* Will help qc_physics