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Little things to make the world map more user friendly:
- Map markers are now spawned on the player position, not above - 66% alpha for world map icons, this way some of the stuff below the icon can be seen. - Unified and increased zoom-in distance. This way the view no longer forcefully resets to another zoom level when selecting maps of different layers (i.e. first an interior map, then zoom in, then select a regular map), which was a little jarring. The increased zoom level is useful for close-ups on tiny areas like the sun temple.
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1 changed files with 5 additions and 4 deletions
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@ -62,9 +62,9 @@ namespace WorldMapRenderNamespace
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float xMin, yMin, xMax, yMax;
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float xMin, yMin, xMax, yMax;
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float zoomMin = 0.2;
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float zoomMin = 0.2;
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float zoomMax = 1;
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float zoomMax = 3.0;
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const float exteriorZoomMax = 1;
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const float exteriorZoomMax = 3.0;
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const float interiorZoomMax = 1.8;
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const float interiorZoomMax = 3.0;
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bool editorActive=false;
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bool editorActive=false;
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@ -295,6 +295,7 @@ public:
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followCamera = 1;
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followCamera = 1;
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blink = false;
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blink = false;
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blinkTimer = 0;
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blinkTimer = 0;
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alphaMod = 0.66;
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canMove = gemData->canMove;
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canMove = gemData->canMove;
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//canMove = true;
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//canMove = true;
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//gemData->userString = "HI THERE!";
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//gemData->userString = "HI THERE!";
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@ -1538,7 +1539,7 @@ void WorldMapRender::createGemHint(const std::string &gfx)
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doubleClickTimer = 0;
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doubleClickTimer = 0;
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GemData *g = dsq->continuity.pickupGem(gfx, false);
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GemData *g = dsq->continuity.pickupGem(gfx, false);
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g->canMove = 1;
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g->canMove = 1;
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g->pos = getAvatarWorldMapPosition() + Vector(0, -20);
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g->pos = getAvatarWorldMapPosition();// + Vector(0, -20);
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g->userString = useString;
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g->userString = useString;
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addGem(g);
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addGem(g);
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fixGems();
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fixGems();
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