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fix unequal zoom in distance and zoom out distance
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@ -14,7 +14,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Added leaf and chimney particles
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- Added leaf and chimney particles
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### Changed
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### Changed
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- Fixed a bug where leaving the Settings menu by pressing "N" in single player kept the game paused
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- Fixed a bug where leaving the Settings menu by pressing "N" in single player kept the game paused.
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- The world map has been refactored to support arbitrary sizes and compute horizon maps.
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- The world map has been refactored to support arbitrary sizes and compute horizon maps.
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- Veloren's lighting has been completely overhauled.
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- Veloren's lighting has been completely overhauled.
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- The graphics options were made much more flexible and configurable.
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- The graphics options were made much more flexible and configurable.
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@ -23,7 +24,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Animation and terrain math were switched to use SIMD where possible, improving performance.
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- Animation and terrain math were switched to use SIMD where possible, improving performance.
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- The way we cache glyphs was refactored, fixed, and optimized.
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- The way we cache glyphs was refactored, fixed, and optimized.
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- Colors for models and figures were adjusted to account for the saturation hack.
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- Colors for models and figures were adjusted to account for the saturation hack.
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- Fixed a bug where the closest item would be picked up instead of a selected item
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- Fixed a bug where the closest item would be picked up instead of a selected item.
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- Fixed a bug where camera zoom in and zoom out distance didn't match.
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### Removed
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### Removed
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@ -344,8 +344,17 @@ impl Scene {
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},
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},
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// Zoom the camera when a zoom event occurs
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// Zoom the camera when a zoom event occurs
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Event::Zoom(delta) => {
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Event::Zoom(delta) => {
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self.camera
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// when zooming in the distance the camera travelles should be based on the
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.zoom_switch(delta * (0.05 + self.camera.get_distance() * 0.01));
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// final distance. This is to make sure the camera travelles the
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// same distance when zooming in and out
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if delta < 0.0 {
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self.camera.zoom_switch(
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delta * (0.05 + self.camera.get_distance() * 0.01) / (1.0 - delta * 0.01),
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); // Thank you Imbris for doing the math
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} else {
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self.camera
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.zoom_switch(delta * (0.05 + self.camera.get_distance() * 0.01));
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}
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true
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true
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},
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},
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Event::AnalogGameInput(input) => match input {
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Event::AnalogGameInput(input) => match input {
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