traitors challenge UI/UX related improvements.#905
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BenLubar merged 6 commits intoJun 17, 2025
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Couldn't find a way to move minimap into 16:9 area. I can't figure out how it's drawn. Sad |
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Previous 3 commits
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Everything goes well on my pc. Ready for review |
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1. Refactored ultra-wide screen mouse restriction code: Moved the main detection logic to asw_hud_master::OnThink() and reduced cpu load. Moved drawing code to asw_hud_master::Paint(). 2. Add two new CVARs: 2.1 rd_draw_restricted_rectangles_coop (FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_NOTIFY) 2.2 rd_draw_restricted_rectangles_dm (FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_NOTIFY) 2.3 Purpose: Fill extra side FOVs with black on ultra-wide resolutions in coop / DM mode. 3. Move marine / weapon icons into the 16:9 area. 4. Move mission objectives into the 16:9 area. 5. Adapt 3D marine labels for ultra-wide screens accroding to different CVAR settings.
…ndex before player name. This will help to specify players.
… Minor fix, add .ValidateScriptScope() to some code, hope this will fix some index not found error.
…19937 algorithm. 1. void RandomHQSetSeed(int seed). This function is used to set a specific seed value for reproducibility. 2. void RandomHQSetRandomDevice(). This function is useful to reset the generator to a non-deterministic state. By default, you don't need to call these functions, as it will automatically seed the generator to a non-deterministic state upon game initialization. 3. int RandomHQUniformIntDistribution(int min, int max). Returns a uniformly distributed random integer in the range [min, max]. If min > max, the values are swapped. 4. float RandomHQUniformFloatDistribution(float min, float max). Returns a uniformly distributed random float in the range [min, max]. If min > max, the values are swapped. 5. float RandomHQNormalDistribution(float mean, float std_dev). Returns a normally(Gaussian) distributed random float with the specified mean and standard deviation. If std_dev <= 0.0f, it sets stddev to 1.0f. Updated Traitors challenge to use c++ versions of RNG.
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If you want to update the https://developer.valvesoftware.com/wiki/Alien_Swarm:_Reactive_Drop/Scripting/Script_Functions page with the script functions you added, go ahead. |
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Refactored ultra-wide screen mouse restriction code: Moved the main detection logic to asw_hud_master::OnThink() and reduced cpu load. Moved drawing code to asw_hud_master::Paint().
Add two new CVARs:
2.1 rd_draw_restricted_rectangles_coop (FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_NOTIFY)
2.2 rd_draw_restricted_rectangles_dm (FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_NOTIFY)
2.3 Purpose: Fill extra side FOVs with black on ultra-wide resolutions in coop / DM mode.
Move marine / weapon icons into the 16:9 area.
Move mission objectives into the 16:9 area.
Adapt 3D marine labels for ultra-wide screens accroding to different CVAR settings.