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Merge branch 'treeco/settings-defaults' into 'master'
Change a bunch of settings defaults, fix sprite looting key See merge request veloren/veloren!1013
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@ -1192,7 +1192,7 @@ impl<'a> Widget for SettingsWindow<'a> {
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if let Some(new_val) = ImageSlider::discrete(
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if let Some(new_val) = ImageSlider::discrete(
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display_zoom,
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display_zoom,
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1,
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1,
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800,
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300,
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self.imgs.slider_indicator,
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self.imgs.slider_indicator,
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self.imgs.slider,
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self.imgs.slider,
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)
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)
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@ -271,11 +271,6 @@ impl PlayState for SessionState {
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}
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}
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} else {
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} else {
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self.inputs.secondary.set_state(state);
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self.inputs.secondary.set_state(state);
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// Check for select_block that is highlighted
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if let Some(select_pos) = self.scene.select_pos() {
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client.collect_block(select_pos);
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}
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}
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}
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},
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},
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@ -391,6 +386,12 @@ impl PlayState for SessionState {
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Event::InputUpdate(GameInput::Interact, state) => {
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Event::InputUpdate(GameInput::Interact, state) => {
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let mut client = self.client.borrow_mut();
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let mut client = self.client.borrow_mut();
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// Collect terrain sprites
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if let Some(select_pos) = self.scene.select_pos() {
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client.collect_block(select_pos);
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}
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// Collect lootable entities
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let player_pos = client
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let player_pos = client
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.state()
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.state()
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.read_storage::<comp::Pos>()
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.read_storage::<comp::Pos>()
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@ -135,7 +135,7 @@ impl ControlSettings {
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GameInput::ToggleIngameUi => KeyMouse::Key(VirtualKeyCode::F6),
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GameInput::ToggleIngameUi => KeyMouse::Key(VirtualKeyCode::F6),
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GameInput::Roll => MIDDLE_CLICK_KEY,
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GameInput::Roll => MIDDLE_CLICK_KEY,
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GameInput::Respawn => KeyMouse::Key(VirtualKeyCode::Space),
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GameInput::Respawn => KeyMouse::Key(VirtualKeyCode::Space),
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GameInput::Interact => KeyMouse::Mouse(MouseButton::Right),
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GameInput::Interact => KeyMouse::Key(VirtualKeyCode::E),
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GameInput::ToggleWield => KeyMouse::Key(VirtualKeyCode::T),
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GameInput::ToggleWield => KeyMouse::Key(VirtualKeyCode::T),
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//GameInput::Charge => KeyMouse::Key(VirtualKeyCode::Key1),
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//GameInput::Charge => KeyMouse::Key(VirtualKeyCode::Key1),
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GameInput::FreeLook => KeyMouse::Key(VirtualKeyCode::L),
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GameInput::FreeLook => KeyMouse::Key(VirtualKeyCode::L),
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@ -568,7 +568,7 @@ impl Default for GraphicsSettings {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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view_distance: 10,
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view_distance: 10,
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sprite_render_distance: 250,
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sprite_render_distance: 150,
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figure_lod_render_distance: 250,
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figure_lod_render_distance: 250,
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max_fps: 60,
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max_fps: 60,
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fov: 50,
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fov: 50,
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@ -620,6 +620,12 @@ impl Window {
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},
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},
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glutin::DeviceEvent::MouseWheel { delta, .. } if cursor_grabbed && *focused => {
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glutin::DeviceEvent::MouseWheel { delta, .. } if cursor_grabbed && *focused => {
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events.push(Event::Zoom({
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events.push(Event::Zoom({
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// Since scrolling apparently acts different depending on platform
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#[cfg(target_os = "windows")]
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const PLATFORM_FACTOR: f32 = -4.0;
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#[cfg(not(target_os = "windows"))]
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const PLATFORM_FACTOR: f32 = 1.0;
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let y = match delta {
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let y = match delta {
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glutin::MouseScrollDelta::LineDelta(_x, y) => y,
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glutin::MouseScrollDelta::LineDelta(_x, y) => y,
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// TODO: Check to see if there is a better way to find the "line
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// TODO: Check to see if there is a better way to find the "line
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@ -629,7 +635,7 @@ impl Window {
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// across operating systems.
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// across operating systems.
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glutin::MouseScrollDelta::PixelDelta(pos) => (pos.y / 16.0) as f32,
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glutin::MouseScrollDelta::PixelDelta(pos) => (pos.y / 16.0) as f32,
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};
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};
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y * (zoom_sensitivity as f32 / 100.0) * zoom_inversion
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y * (zoom_sensitivity as f32 / 100.0) * zoom_inversion * PLATFORM_FACTOR
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}))
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}))
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},
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},
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_ => {},
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_ => {},
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