Known, related to skip loading screen interaction with Z axis elevation. Looking into it when time permits.Bauta wrote:
Known, related to skip loading screen interaction with Z axis elevation. Looking into it when time permits.Bauta wrote:
Good catch, will investigate.Gelom90 wrote:
in a new theme item fileter button "help" gone
You should get an event on client window resize, it's quite trivial to reposition stuff. Maybe look at how the menu grid does it, making the side/corner to stick to configureable should be trivial.Ardennesss wrote:I'm probably just going to untether everything altogether and allow it to be moved/saved wherever you desire. Seems like the easiest approach. Not super sure how to stop everything from going tits up when you make the viewport smaller, guess I'd have to learn about how that actually works.Granger wrote:Widget positioning
Currently all widgeds (except the fixed ones like menu grid and clock) are relative to top-left of the viewport corner, how about you make them relative to a corner? Could be a little toggle that one can cycle through (like the button to change layout for belts), icon an arrow pointing at the corner they're anchored at (bonus points for being able to anchor relative to the middle of a viewpoint border, like middle of right side of it).
This would lead to them staying in the corner of the client window the user had anchored them when resizing the viewport, instead of something at the bottom (or right side) of the screen getting hidden when shrinking the viewport.
Please display widgets on-screen always, could be done by overriding their position when this would place them completely outside the viewport.
I know how it opens (though maybe to add an icon to the 'game windows' list in addition or instead of a hard keybind?), this was about how it could group its contents...Hit numpad 9 (I think this is already in version 93 anyway?), I haven't decided what to bind this window too yet. Open to suggestions.Granger wrote:Quest helper
Would be great if the list could be grouped by questgiver (with one group for general tasks like 'light fire'), so it would be clear on first glance what is on the laundry list of each of them. Option to hide completed objectives would be nice too, to cut down the length of the list, also (with grouping) to hide report backs that are not yet ready.
Wasn't aware you had already found it, it wasn't listed in patch notes until after your post. I'll consider your suggestions for grouping, working on themes atm though.Granger wrote:I know how it opens (though maybe to add an icon to the 'game windows' list instead of a hard keybind?), this was about how it could group its contents...
Theme update, theres a new button in options called "theme settings." I'm working on adding just the plain black borders back in.Farlis wrote:maybe a silly question, but how come after I updated my client, the windows ingame have gone from the nice slim black ones like in above pics, but are now basically the default haven ones with all the extra little bits?
https://imgur.com/tpXjxZr
Ardennesss wrote:Theme update, theres a new button in options called "theme settings." I'm working on adding just the plain black borders back in.Farlis wrote:maybe a silly question, but how come after I updated my client, the windows ingame have gone from the nice slim black ones like in above pics, but are now basically the default haven ones with all the extra little bits?
https://imgur.com/tpXjxZr
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