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.
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.
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.