- there is now a new asset "signage_off.blend"
- when the player first looks at a sign it exponentially is on more often
- video attached to PR of flickering in action
- majority of changes in signage.c
the following has been implemented:
- C UP cancels out any pitch the player might have (looks straight)
- C DOWN cancels out any pitch and rotates 180 (looks behind)
- this was implemented with only existing quaternion math operations
- functionality disabled if player is looking directly up or down.
these are some final tweaks to the HUD:
- when grabbing an object HUD turns white (as in the game)
- blue part of HUD indicates that a BLUE portal can be shot (not just any portal)
- orange part of HUD indicates that an ORANGE portal can be shot (not just any portal)
- screenshots are attached
at this point I think every logic based hud element has been implemented
not sure where the asset for the center reticle is (the white dots right in the middle of the HUD),
but once we add that as an asset it should be easy to plop that in the middle of the rest of the HUD elements
In the real game the HUD is constantly checking if you are looking at a
valid wall to shoot a portal at. If you are, it displays both parts of the
HUD as filled in. if you arent they are both unfilled.
the hud in the game also has a portal indicator on the side of the hud
corresponding to the portal you last shot (also in the corresponding color)
both of the above things have been implemented in this PR. also attached are
images of it working.
I had to add a flag "just_checking" to a few functions involved when the
player normally shoots a portal and the validity checks are run. This flag
tells the functions to not actually shoot a new portal but just check if
shooting a portal would be valid.