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Improve Info HUD with entity information #32
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added support for mouse clicks and moved mouse position update
draw the trigger area for the bird dash tutorial cutscene at the end of prologue such that it triggers the frame after the bottom right of the hitbox of the player collides with the trigger
added the missing bottom render for the invincibility trigger box properly removed the vanilla rendering (double render)
changed the position calculation to use correct values changed cutscene trigger values for positive trigger height
display improved trigger box when CelesteTAS hitboxes are on, and vanilla trigger box when the debug console is open
- use the vanilla method Scene.OnInterval to avoid any potential float float behavior inconsistencies from different build modes of the CelesteTAS assembly - simplify the check for if timeactive ticked - move the offset finding code and the check distance code into their own public methods for other code to use
- display timeactive and the active group - add a helper method for custom information that allows for displaying number of frames until next check
- add basic automatic mode for watch info setting, which displays entity-specific information
implements a new system to track watched entities
clean up leftover code from old watch entity tracking system
hitboxes referenced the wrong field WatchingEntities instead of WatchingList to check if an entity is tracked as watched
fix a mishap where making a savestate, adding a watch entity then loading the savestate removes the watch entity and leaks memory in the checklist fix lack of support for no id entities in the checklist to be tracked across rooms
remove pesky empty lines D:< remove unused methods add TODO note
The PR is not finished yet but I removed draft mode so it can be merged to main if needed. |
- proper formatting for all values - fix player angle mishap - display last player distance and current player distance
render the Info HUD at full alpha (not transparent) if journal is held while the pause menu is up
change Tracker.GetEntity<Player> to the extension method GetPlayer for consistency
- add draw extensions for crosshair and circle arc - separated watched entity info code into several files for management, tracking, rendering and auto displaying - added more and improved current watched seeker information - added watched seeker rendering - refactored using directives
- support for multiple types at once - distinct EndAutoWatch command for unwatching - fixed documentation errors for the command
- display and draw resultant speed vector - display y dot product in info hud
draw closest spawn point by distance for auto mode watched player
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does |
it's not read but it serves as part of the comparison of UniqueEntityId records, namely for holdables you can transition with and for mod entities that are sometimes persistent and sometimes not |
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Do you still plan on continuing with this PR? |
This PR attempts to improve the Info HUD by displaying additional entity information
TimeActive
& active group for hazard cyclesAutomatic
mode to Watch Info, which automatically chooses the information to display based on the watched entity type