diff --git a/voxygen/src/hud/mod.rs b/voxygen/src/hud/mod.rs index 563568b99a..9ce0f7e798 100644 --- a/voxygen/src/hud/mod.rs +++ b/voxygen/src/hud/mod.rs @@ -256,7 +256,7 @@ pub struct Hud { imgs: Imgs, fonts: Fonts, new_messages: VecDeque, - inventory_space: usize, + inventory_space: usize, show: Show, to_focus: Option>, force_ungrab: bool, @@ -282,7 +282,7 @@ impl Hud { fonts, ids, new_messages: VecDeque::new(), - inventory_space: 10, + inventory_space: 8, show: Show { help: false, debug: true, @@ -342,12 +342,8 @@ impl Hud { Image::new(self.imgs.crosshair) .w_h(21.0 * 2.0, 21.0 * 2.0) .middle_of(ui_widgets.window) - .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) + .color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1))) .set(self.ids.crosshair, ui_widgets); - /* TODO: - 95% translucency outside of combat - When having a distance weapon as your active weapon/being in build mode -> adjust the camera to an over the shoulder (overhead?!) perspective to avoid the character blocking the view - Crosshair should be completely invisible when the player doesn't have a ranged weapon (equipped as the primary weapon in the char window) or is in build mode*/ // Render Name Tags for (pos, name) in (&entities, &pos, &stats, player.maybe()) @@ -377,7 +373,7 @@ impl Hud { ); Text::new(&name) .font_size(20) - .color(Color::Rgba(1.0, 1.0, 1.0, 1.0)) + .color(Color::Rgba(0.33, 0.69, 0.65, 1.0)) .x_y(0.0, 0.0) .position_ingame(pos + Vec3::new(0.0, 0.0, 3.0)) .resolution(100.0) diff --git a/voxygen/src/scene/mod.rs b/voxygen/src/scene/mod.rs index 548bdc5804..d45f8a5aa1 100644 --- a/voxygen/src/scene/mod.rs +++ b/voxygen/src/scene/mod.rs @@ -118,7 +118,7 @@ impl Scene { let tilt = self.camera.get_orientation().y; let dist = self.camera.get_distance(); self.camera - .set_focus_pos(player_pos + Vec3::unit_z() * (1.95 - tilt.min(0.0) * dist * 0.75)); + .set_focus_pos(player_pos + Vec3::unit_z() * (2.3 - tilt.min(0.0) * dist * 0.75)); // Tick camera for interpolation. self.camera.update(client.state().get_time());