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>
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.
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.
While nothing passed to comp_unordered uses orientation, the uniform
block is not bound in this shader, and rotate() accesses sinCosTable. So
I'm not sure why this has ever worked.
Adjust the mouse highlight overlay to run at the same layers as the
tooltip overlay. It always runs first due to having a lower position.
I think previously tooltips from ui ops were 1 frame behind due to this
being UNDER_WIDGETS.
Additionally change the tooltip overlay to draw after the fullscreen tli
instead of the world map interface. Having it render after the world map
caused tooltips to render after the floating world map too, which is too
early. The fullscreen tli is the root of both the fullscreen world map
and of the welcome screen.
After login there are two sets of offer updates, I suspect the first is
from the server and the second is from the ge server - this also flags
ge server trade updates as on login. To do this we assume it always
happens in the first few ticks after the login burst.
This fixes an issue where if the action at the configured shift click action
index was null, which can happen due to item variations, the option.equals()
check would npe, and prevent configuring shift click on the item.
This allows overlays to request draw after any interface or layer. This
allows removal of the ABOVE_MAP layer which can now just be replaced
with requesting draw after the map interface. This also fixes item
overlays from drawing over top of the map by now drawing the item
overlay immediately after the interface and/or layer the item is on is
drawn.
For backwards compatability, ABOVE_WIDGETS is kept as a layer, but
internally just requests draw after the 3 TLIs.
Due to overlays defaulting to the UNDER_WIDGETS layer, a new layer
MANUAL has been added, which is intended for use when requesting draw
after specific interfaces or layers, so that the overlay is otherwise
not drawn a second time due to being UNDER_WIDGETS.
The rendered x/y position of the viewport layer is the same as the viewport offsets. This also no longer assumes the x/y offets are the same, even though in practice they always are.
The returned widget isn't actually the viewport widget, but is a layer within the viewport, and only needs to be used within the overlay renderer to position the snapcorners
This removes the hack of double setting the widget position in
WidgetOverlay, which was required to override the overlay renderers
clamping code in both overlay drag and in overlay rendering.
Requiring the mouse to be moved first causes dead clicks when the mouse is
pressed immediately after entering overlay management mode. Also since
resetOverlayManagementMode() clears the managed overlay, after dragging
an overlay it again requires the mouse to be moved to pick up a click on it
if dragging again or trying to reset the overlay.
If the client is closed prior to the socket being created, or if socket creation fails, this will repeatedly throw out of close() in connect() and is never able to reestablish a connection
The reward text color is meant to show what is the optimal reward percent
for money, assuming that blood runes are best, and death runes are
second best. The percentage thresholds however were incorrect.
This logic was from prior to cox having a pb message, and so it had to compare
the known pb with the current raid duration. Now that all raids have a pb
message, it is no longer necessary to do this. This fixes pb times syncing up
in the main game correctly that were overwritten by leagues.
At some point this changed to no longer animate once the sire changed to
the stunned type. This changes the timer to just use the npc changed
event, which should work more reliably.
This moves all of the timer tracking logic outside of the check for if
the timer is on, and now also allows toggling the timer on and off when
in the caves.
fromLocalInstance() was returning a world point using the clients plane,
however the object may not be on that, causing the plane check in
checkObjectPoints() to fail.
The west window has the same id as the east window, causing both to be marked by the agility plugin. This adds a matches() method to AgilityShortcut to allow the plugin to test specifically which window matches the shortcut.
The bank plugin is being changed to manually initiate bank searches,
by invoking the script, and the bank tabs plugin needs to be able to
detect this search too.
In some cases, it is not possible to get a combat level solely from leveling
any one stat. If this happened previously the overlay would show an empty
tooltip due to the levels required all being >99. This just shows the levels
required even if it surpasses 99.
Having all 3 sampling branches feed into one colorblind() call was
breaking some versions of Intel's drivers whenever the xbr sampling code
was merely present. Changing each branch to individually call
colorblind() seems to fix it.
This catches common bugs, dead code, etc., and also performs some more advanced
code style checks compared to checkstyle.
Co-authored-by: pilino1234 <pilino@posteo.de>
The options dialog never accepts space, so remapping a key to it doesn't make sense, and it is possible the original key was one of the keys actually being listened for