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Quality of Life Fixes #4993
Quality of Life Fixes #4993
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Render the icon SVG at different size breakpoints (64, 32, 24) and automatically select the best resolution. Also fix an issue with LuaColor error reporting and backwards parsing of color nibbles. Adjust font size scaling at low resolutions. This fixes a few issues and should make our fonts crisper than before.
This resulted in a compressed size reduction of approx. 20% in testing Cargo ships will now no longer spit out 4000+ instances of the same commodity. This is still not as optimal as separating cargo from equipment, but is a good first step.
Define six color palettes at different value breakpoints and update all style colors in the game to reference this palette. This is a superficial refactor - there are still plenty of opportunities to collapse similar colors together, and there are probably several spots in the code that still use hardcoded colors.
Add new icons from Nozmajner, update names and usage of existing icons. Removed or annotated duplicate icons where present.
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Overall, I like the color changes. I think they are subtle, but enough that it introduces better contrast and draws a bit more attention to things that need it.
A knit pick though:
The nav target and warning info on the hud are now an orange instead of yellow. I like the orange, but it doesn't match the indication on the radar (for a proximity warning in this case):
This is only the case in the 3d planar radar, the 2D radar does display with the updated color. I imagine it's hard coded?
Which seems like it's the current location/frame:
But it doesn't seem to be used anywhere else. The current frame info on the HUD is still white.
Edit, I did also test loading my precious metals trading save game...and it didn't seem to have any issues, but my cargo hold was empty at the time. So i'll need to recompile master, create a new save with stuff in the hold, and try again....
Allows older cards without support for GL_ARB_clip_control to use the reverse-Z buffer Introduced a ResetDepthRange function to allow SectorView to clean up after itself.
Thank you for testing this @The-EG! I didn't even think about old saves being a problem with the cargo bay; I'll have to add a path to load the old cargo items (shouldn't be difficult). Regarding the planar radar, as far as I'm aware the colors are indeed hardcoded. The system map / radar color inconsistency wasn't intended, insofar as I thought of the two as two separate entities with their own color scheme, but I'll take that feedback under consideration. The blue on the radar is actually the station, and the system map is simply the radar contact for the player's ship. I may adjust the shade of color used for the player on the system map, as there's no dot on the radar to communicate what the "right" color is. I'd like to rework the system map colors further in another PR, I didn't spend as much time there as I probably should have. I'll leave that for a further sprint that includes displaying surface stations though! |
This PR is an accumulation of QoL fixes that I've made in the course of finishing several other major features. Among other highlights, these stand out:
The work on the theme isn't quite complete; as part of further renderer improvements I'll vet our pipeline to ensure that colors are sRGB correct, which I highly doubt they are at this point.
I have one further change coming to fix #4992 before it's ready for merge.
Before:
After: