The position returned by getCameraX/Y/Z are not yet updated when this is
called, causing it to be from the previous frame's camera position.
This was introduced in 0fc1a94088 when the
uniform code was copied from draw.
This allows configuring spec thresholds which a notification will be sent for
when reached. Additionally it colors the infobox text red or green based on if
the threshold has been reached.
Co-authored-by: Dylan <dylanhe@gmail.com>
Co-authored-by: jgozon <47003557+jgozon@users.noreply.github.com>
These are commonly attacked during boss fights or whilst speccing down bosses and shouldn't reset the counter
Co-authored-by: vitorebom <vitorebom@users.noreply.github.com>
Previously, when pressing left or right without Shift pressed, the
cursor would end up one character left or right of the start of the
selection, which is not expected behavior compared to how most programs
handle this case. This commit changes this behavior to place the cursor
at the start or end of the selection when pressing left or right,
respectively, when a selection is active.
This clamps layouted overlays to their parent's bounds, and also adjusts
the snap corner for the shifted position that is a result of the clamp,
so that the following overlays correctly get layouted.
Add 4 dose Extended Antifires and Anti-venoms to the herblore skill calculator. These potions are able and often are made using 4 doses at a time.
Super Antifires and Anti-venom+'s can not be made using 3 doses at a time, so were fixed to display the right potion dose (4). The xp for these potions was already correct.
This moves the compute shaders to run immediately after scene draw,
instead of in the draw() callback, which happens much later. All models
in the scene have been queued by the time, but since it is so early in
the ui drawing, it gives a few more ms for the compute to run before the
result needs to be used to draw the next frame.
This adjusts the draw callbacks api to take in the color of the full
screen overlay the client would have rendered. This is primarily used in
godwars, underwater, darkmeyer, etc. Having them rasterized on the cpu
is slow, especially with gpu on since we additionally have to compute
the alpha per-pixel.