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b51a6539d3 | ||
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583da23d32 | ||
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f43f0be1a8 |
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@@ -33,6 +33,7 @@ local BURST = 0.9 -- reveal: the burst itself (s)
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local TIMEOUT = 4 -- reveal: burst without the mesh after CHARGE + this (s)
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local TIMEOUT = 4 -- reveal: burst without the mesh after CHARGE + this (s)
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local HOLD = 3 -- mm.reveal_freeze: seconds each hold lasts
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local HOLD = 3 -- mm.reveal_freeze: seconds each hold lasts
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local SHROUD_ROT = vmath.quat_rotation_x(0.28) * vmath.quat_rotation_z(-0.22)
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local SHROUD_ROT = vmath.quat_rotation_x(0.28) * vmath.quat_rotation_z(-0.22)
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local SHROUD_SPIN = 0.25 -- radians a second the shroud turns
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local SUN_DIR = vmath.normalize(vmath.vector3(-1, 0.45, 0.5))
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local SUN_DIR = vmath.normalize(vmath.vector3(-1, 0.45, 0.5))
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local FILL_DIR = vmath.normalize(vmath.vector3(5, -2, -4))
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local FILL_DIR = vmath.normalize(vmath.vector3(5, -2, -4))
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@@ -565,10 +566,12 @@ function update(self, dt)
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if shroud then
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if shroud then
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local pos = vmath.vector3(shroud.x or 0, shroud.y or 0, 0)
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local pos = vmath.vector3(shroud.x or 0, shroud.y or 0, 0)
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local sc = vmath.vector3(shroud.scale, shroud.scale, shroud.scale)
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local sc = vmath.vector3(shroud.scale, shroud.scale, shroud.scale)
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-- The shroud and its motes turn slowly, like a moon (the halo, a glow around it, stays).
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local turn = spin_enabled and vmath.quat_rotation_y(self.shroud_t * SHROUD_SPIN) or vmath.quat()
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for _, id in ipairs({ "shroud", "halo", "motes" }) do
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for _, id in ipairs({ "shroud", "halo", "motes" }) do
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go.set_position(pos, id)
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go.set_position(pos, id)
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go.set_scale(sc, id)
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go.set_scale(sc, id)
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go.set_rotation(SHROUD_ROT, id)
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go.set_rotation(id == "halo" and SHROUD_ROT or SHROUD_ROT * turn, id)
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end
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end
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f.shroud = vmath.vector4(self.shroud_t, shroud.charge, shroud.fade, 0)
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f.shroud = vmath.vector4(self.shroud_t, shroud.charge, shroud.fade, 0)
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else
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else
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@@ -388,7 +388,8 @@ function M.build(g)
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local main_x = pad + (list_w > 0 and (list_w + gap) or 0)
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local main_x = pad + (list_w > 0 and (list_w + gap) or 0)
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local main_w = W - pad - main_x - ((has_aside and not narrow) and (aside_w + gap) or 0)
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local main_w = W - pad - main_x - ((has_aside and not narrow) and (aside_w + gap) or 0)
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-- The right side panel takes its width from the main panel's, or folds away.
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-- The right side panel takes its width from the main panel's, or folds away.
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local side_w = sidepanel.width(g, W, main_w, narrow)
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-- (the side panel is the Market's: Top miners beside it)
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local side_w = sidepanel.width(g, W, main_w, narrow or has_aside or g.view.section ~= "market")
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g.side_w = side_w
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g.side_w = side_w
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if side_w > 0 then
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if side_w > 0 then
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main_w = main_w - side_w - gap
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main_w = main_w - side_w - gap
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@@ -5,9 +5,9 @@
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-- (what it shows: its block is kept while this stays the same) and build(g, root, x, y,
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-- (what it shows: its block is kept while this stays the same) and build(g, root, x, y,
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-- w, h). A second one goes in M.PANELS; the column's height is shared evenly.
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-- w, h). A second one goes in M.PANELS; the column's height is shared evenly.
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--
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--
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-- When it shows (core/main.lua lays it out, M.width): once a panel is unlocked, and only
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-- When it shows (core/main.lua lays it out, M.width): on the Market only, once a panel is
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-- while the main panel keeps at least MAIN_MIN beside it; narrower (a small window, or
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-- unlocked, never while the aside (the moon pane) shows, and only while the main panel keeps at least
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-- the aside taking the room) it folds away and the main panel gets the width (the
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-- MAIN_MIN beside it; otherwise it folds away and the main panel gets the width (the
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-- Market then shows the leaderboard under its content). It depends on the window, the
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-- Market then shows the leaderboard under its content). It depends on the window, the
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-- aside and the unlocks only, never on counts, so nothing shifts while playing.
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-- aside and the unlocks only, never on counts, so nothing shifts while playing.
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