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Allow fine-tuning the virtual floor style #7577
Allow fine-tuning the virtual floor style #7577
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Have you thought of maybe taking #7575 into account in some way? |
That issue is what brought this idea back to mind, actually! I think height labels could be introduced to the virtual floor as well, but I'm personally not convinced they'd be very useful. |
What about drawing the grid on the surface too, for giving more of a sense what tile you're above? |
Hmm… In a different, darker colour, perhaps? (Is there any demand for this?)
They're sprites, so we'd need additional sprites to offer different sizes. |
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In #7575 there's a vertical line that shows what tile the element is on:
I was afraid so. Maybe it's something for later, let's first hear if the players find this improvement enough. |
src/openrct2-ui/input/Input.cpp
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@@ -176,7 +176,7 @@ void input_handle_keyboard(bool isTitle) | |||
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} | |||
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if (gConfigGeneral.use_virtual_floor) | |||
if (gConfigGeneral.virtual_floor_style > 0) |
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I'd rather have a check like virtual_floor_style != VIRTUAL_FLOOR_STYLE_DISABLED
or something similar.
src/openrct2/paint/VirtualFloor.cpp
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@@ -396,6 +397,9 @@ void virtual_floor_paint(paint_session * session) | |||
0, 0, 0, 1, _virtualFloorHeight, 5, 5, _virtualFloorHeight + ((dullEdges & 0x8) ? -2 : 0)); | |||
} | |||
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if (gConfigGeneral.virtual_floor_style < 2) |
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And then check here for virtual_floor_style == VIRTUAL_FLOOR_STYLE_DISABLED
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@Broxzier Thanks for the feedback. I've added an enum for the config values. Much better to look at, and verify, indeed! |
- Feature: [#1417] Allow saving track designs for flat rides. - Feature: [#1675] Auto-rotate shops to face footpaths. - Feature: [#3473] Add button in ride window's maintainance tab to refurbish the ride. - Feature: [#6510] Ability to select edges or a row of tiles by holding down Ctrl using the land tool. - Feature: [#7187] Option for early scenario completion. - Feature: [#7266] Make headless instances use an interactive terminal with access to the in-game console API. - Feature: [#7267] Leverage more historical data in Finances window. - Feature: [#7316] Cheat to allow freezing all staff - Feature: [#7332] Keyboard shortcuts for view path issues and cutaway view. - Feature: [#7348] Add large half loops to the Vertical Drop Roller Coaster. - Feature: [#7459] Allow opening and closing of parks that use no money. - Feature: [#7579] New horizontal +/- spinner widgets to make adjusting values easier. - Fix: [#2053] When clearance checks are disabled, a track piece ghost can remove non-ghost track pieces. - Fix: [#2611] Some objects show (undefined string) instead of a description in Korean. - Fix: [#3596] Saving parks, landscapes and tracks with a period in the filenames don't get their extension. - Fix: [#5210] Default system dialog not accessible from saving landscape window. - Fix: [#6134] Scenarios incorrectly categorised when using Polish version of RCT2. - Fix: [#6141] CSS50.dat is never loaded. - Fix: [#6647] Changelog window causes FPS drop. - Fix: [#6938] Banner do not correctly capitalise non-ASCII characters. - Fix: [#7176] Mechanics sometimes fall down from rides. - Fix: [#7303] Visual glitch with virtual floor near map edges. - Fix: [#7313] Loading an invalid path with openrct2 produces results different than expected. - Fix: [#7327] Abstract scenery and stations don't get fully See-Through when hiding them (original bug). - Fix: [#7331] Invention list in scenario editor crashes upon removing previously-enabled ride/stall entries. - Fix: [#7341] Staff may auto-spawn on guests walking outside of paths. - Fix: [#7354] Cut-away view does not draw tile elements that have been moved down on the list. - Fix: [#7358] Peeps and staff entering rides still have the slope speed penalty set. - Fix: [#7382] Opening the mini-map reverts the size of the land tool to 1x1, regardless of what was selected before. - Fix: [#7402] Edges of neigbouring footpaths stay connected after removing a path that's underneath a ride entrance. - Fix: [#7405] Rides can be covered by placing scenery underneath them. - Fix: [#7418] Staff walk off paths with a connection but no adjacent path. - Fix: [#7434] Diagonal ride segments cannot be deleted if they are isolated. - Fix: [#7436] Only the first 32 vehicles of a train can be painted. - Fix: [#7480] Graphs skip values of 0. - Fix: [#7505] Game crashes when trying to make path over map edge while having clearance checks disabled. - Fix: [#7528] In park entrance pricing tab, switching tabs happens on mouse-down instead of mouse-up - Fix: [#7544] Starting a headless server with no arguments causes the game to freeze. - Fix: [#7571] Hovering a ride design over scenery or tracks will give tons of money. - Improved: [#2989] Multiplayer window now changes title when tab changes. - Improved: [#5339] Change eyedropper icon to actual eyedropper and change cursor to crosshair. - Improved: [#5832] Resize tile inspector automatically when selecting a tile element. - Improved: [#6221] The scenario editor's invention list is now resizeable. - Improved: [#7069] The arbitrary ride type selection dropdown is now sorted orthographically, and has its spinners removed. - Improved: [#7302] Raising land near the map edge makes the affected area smaller instead of showing an 'off edge map' error. - Improved: [#7435] Object indexing now supports multi-threading. - Improved: [#7510] Add horizontal clipping to cut-away view options. - Improved: [#7531] "Save track design" dropdown now stays open. - Improved: [#7548] Ctrl-clicking with the tile inspector open now directly selects an element and its tile. - Improved: [#7555] Allow setting the Twitch API URL, allowing custom API servers. - Improved: [#7567] Improve the performance of loading parks and the title sequence. - Improved: [#7577] Allow fine-tuning the virtual floor style. - Improved: [#7608] The vehicle selection dropdown is now sorted orthographically. - Improved: [#7613] Resizing the staff window now resizes the name and action columns too. - Improved: [#7627] Allow scrolling up and down on spinners to change their values.
The virtual floor by @JeroenDStout, introduced in the v0.1.2 release, has generally been well-received. However, some players find it too intrusive in its current appearance (cf. #7221). This PR gives them the option of a toned-down version, rather than having to turn it off completely.
The clear/transparent style, introduced by this PR, looks like the virtual floor as originally introduced in #6338:
![](https://user-images.githubusercontent.com/14242454/31050274-e3f0e62e-a645-11e7-9b10-ec26b733d631.gif)
The glassy/translucent style is the virtual floor as we've come to know it since the v0.1.2 release, and remains the default setting.