vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

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@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

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I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

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I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

@BlixibonBlixibon left a comment

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

Copy link
Copy Markdown

I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

Copy link
Copy Markdown
Author

I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

@BlixibonBlixibon left a comment

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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2 participants

@samisalreadytaken@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

Copy link
Copy Markdown

I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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Author

I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

@BlixibonBlixibon left a comment

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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2 participants

@samisalreadytaken@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

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I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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@samisalreadytaken@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

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I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

@BlixibonBlixibon left a comment

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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2 participants

@samisalreadytaken@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

Copy link
Copy Markdown

I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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Author

I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

@BlixibonBlixibon left a comment

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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Successfully merging this pull request may close these issues.

2 participants

@samisalreadytaken@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

vscript vgui HUD visibility control - #213

Merged
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch
Nov 21, 2022
Merged

vscript vgui HUD visibility control#213
Blixibon merged 9 commits into
mapbase-source:developfrom
samisalreadytaken:vscript_vgui-patch

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Nov 1, 2022

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Copy Markdown

I think this might be the best way to handle HUD visibility; this wasn't part of the main PR because I just hadn't thought about this issue for many months.

Global hidehud bits set the visibility of multiple elements at once, which is not ideal at all. For example with the existing custom HUDs (CSGO and TF2) using the previous method, there is no item pickup icons, no zoom or damage indicators.

This allows individual management of every HUD element listed below

CAchievementNotificationPanel
CHUDAutoAim
CHUDQuickInfo
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHistoryResource
CHudLocator
CHudMenu
CHudMessage
CHudPoisonDamageIndicator
CHudPosture
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTrain
CHudVehicle
CHudWeapon
CHudWeaponSelection
CHudZoom
CMapOverview
CPDumpPanel

Two things I'm uncertain about,

the namespace of this function:

vgui.SetHudElementVisible("CHudCrosshair",false);SetHudElementVisible("CHudCrosshair",false);

and the capitalisation of 'hud':

SetHudElementVisible("CHudCrosshair",false);SetHUDElementVisible("CHudCrosshair",false);

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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Looks good to me.

I think the function's namespace and the current capitalization of Hud work well as-is.

@samisalreadytaken
samisalreadytakenforce-pushed the vscript_vgui-patch branch 2 times, most recently from ca47f40 to 3a4249bCompareNovember 8, 2022 21:46
@samisalreadytaken
samisalreadytaken marked this pull request as draft November 10, 2022 15:56
@Blixibon

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Member

Is there any reason in particular this was marked as a draft?

I was planning to merge this for Mapbase v7.1, and while it's okay if you have reasons for this to not be merged yet, I would either have to wait for this PR or remove the current SetHUDHiddenBits functionality separately before I can release the update.

@samisalreadytaken

samisalreadytaken commented Nov 17, 2022

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Author

I set it to draft as I was fixing some bugs, but then I noticed more issues to resolve, I thought I would just include them here (let me know if you think the non-vgui fixes should be a separate PR).

a1c8dba

3D skybox angle calculation is reduced from angle -> vector -> transform -> normalise -> matrix -> quaternion -> angle & rotate into angle -> matrix -> concat -> angle.

55b8c8d

fake_worldportal optimisation also reduces multiple angle/matrix/vector conversions into simple matrix calculations.

b42086c

This clipping plane fix technically changes what the entity used to display, but the existing values made no sense. Here is a video comparing old and new: https://youtu.be/4AJ5tbOAGMw


The worldportal optimisation changes some existing questionable design choices.

In 7.0, brush angles are used in view transformation, which is an issue on its own as brushes never have any angles unless manually input by the user. Map-placed brushes with render target faces in different directions will result in inconsistent renders.

This could have been avoided by choosing to implement Portal 2's linked_portal_door entity behaviour, using 2 point entities which could be oriented freely; however the m_PlaneAngles offset angle (which also modifies the clip plane) can be used to simulate the rotation of the portal surface.

I would consider this inconsistency a bug, hence the fix to ignore the brush entity angles.

@samisalreadytaken
samisalreadytaken marked this pull request as ready for review November 17, 2022 07:37
Consistent and descriptive variable names, simplified calculations.

@BlixibonBlixibon left a comment

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This looks good to me, and I'm alright with including these changes in this PR.

I really appreciate that you optimized the fake worldportals and 3D skybox angles. I didn't know much about what I was doing when I designed them and I was kind of embarrassed by how sloppy their implementation was.

@Blixibon
Blixibon merged commit 4cc1816 into mapbase-source:developNov 21, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…vgui-patch
vscript vgui HUD visibility control
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@samisalreadytaken@Blixibon