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Adds user configurable arc scale (proportion of fov) to replace actual scale for UI, crosshair, and menu#114

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Adds user configurable arc scale (proportion of fov) to replace actual scale for UI, crosshair, and menu#114
slipperfish wants to merge 1 commit intoLivingFray:masterfrom
slipperfish:master

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@slipperfish
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First time pushing from visual studio, I just clicked things until it worked, I hope everything went ok

This PR has users configure the desired UI, crosshair, and menu sizes in degrees as a proportion of FOV rather than adjusting the actual sizes of the UI elements. This means if the user just wants to change the distance on any of these, they don't have to adjust the size afterwards to compensate, which requires trig to do accurately as far as I can tell.

In my testing the only thing that might not work as expected is 100 degrees was outside my quest 2's fov more than my expectation, this is with the face gasket off. But that's a complicated topic so I have no real reason to suspect something is amiss there.

What I don't like about this PR is I couldn't figure out how to not require a restart for these changes like the distance settings currently work, which would cut down the user time waste on trial and error. Even if I made this a function and ran this somewhere such as after a VR settings menu config change, it would just update uiOverlayScale, crosshairScale, and menuOverlayScale and they wouldn't be put into use until after the game is restarted right?

I also had a question about defaults because I'm making new config variables. If we decided on different defaults in the future, do users still have to delete their config.txt to activate the new defaults? Say they generated a config file for c_UIOverlayArcScale=45.0 in the next release, then for a release after that we decide 55 is better. How do we tell the difference between a user preference and old defaults?

Thanks

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