just misc
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@@ -3635,8 +3635,31 @@ public class SettingsUi : WindowMediatorSubscriberBase
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new SeStringUtils.RichTextEntry("destructive", UIColors.Get("DimRed"), true),
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new SeStringUtils.RichTextEntry(" process and may cause broken or incorrect character appearances."));
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_uiShared.DrawNoteLine("! ", UIColors.Get("DimRed"),
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new SeStringUtils.RichTextEntry("this shit is placeholder still owo"));
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new SeStringUtils.RichTextEntry("This feature is encouraged to help "),
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new SeStringUtils.RichTextEntry("lower-end systems with limited VRAM", UIColors.Get("LightlessYellow"), true),
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new SeStringUtils.RichTextEntry(" and for use in "),
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new SeStringUtils.RichTextEntry("performance-critical scenarios", UIColors.Get("LightlessYellow"), true),
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new SeStringUtils.RichTextEntry("."));
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_uiShared.DrawNoteLine("! ", UIColors.Get("DimRed"),
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new SeStringUtils.RichTextEntry("Runtime decimation "),
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new SeStringUtils.RichTextEntry("MAY", UIColors.Get("DimRed"), true),
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new SeStringUtils.RichTextEntry(" cause higher load on the system when processing downloads."));
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_uiShared.DrawNoteLine("!!! ", UIColors.Get("DimRed"),
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new SeStringUtils.RichTextEntry("When enabled, we cannot provide support for appearance issues caused by this setting!", UIColors.Get("DimRed"), true));
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ImGui.Dummy(new Vector2(15));
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_uiShared.DrawNoteLine("! ", UIColors.Get("LightlessGreen"),
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new SeStringUtils.RichTextEntry("If a mesh exceeds the "),
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new SeStringUtils.RichTextEntry("triangle threshold", UIColors.Get("LightlessGreen"), true),
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new SeStringUtils.RichTextEntry(", it will be decimated automatically to the set "),
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new SeStringUtils.RichTextEntry("target triangle ratio", UIColors.Get("LightlessGreen"), true),
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new SeStringUtils.RichTextEntry(". This will reduce quality of the mesh or may break it's intended structure."));
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var performanceConfig = _playerPerformanceConfigService.Current;
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var enableDecimation = performanceConfig.EnableModelDecimation;
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@@ -3667,9 +3690,9 @@ public class SettingsUi : WindowMediatorSubscriberBase
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var triangleThreshold = performanceConfig.ModelDecimationTriangleThreshold;
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ImGui.SetNextItemWidth(300 * ImGuiHelpers.GlobalScale);
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if (ImGui.SliderInt("Decimate models above", ref triangleThreshold, 10_000, 100_000))
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if (ImGui.SliderInt("Decimate models above", ref triangleThreshold, 8_000, 100_000))
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{
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performanceConfig.ModelDecimationTriangleThreshold = Math.Clamp(triangleThreshold, 10_000, 100_000);
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performanceConfig.ModelDecimationTriangleThreshold = Math.Clamp(triangleThreshold, 8_000, 100_000);
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_playerPerformanceConfigService.Save();
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}
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ImGui.SameLine();
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@@ -3677,7 +3700,7 @@ public class SettingsUi : WindowMediatorSubscriberBase
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_uiShared.DrawHelpText($"Models below this triangle count are left untouched.{UiSharedService.TooltipSeparator}Default: 50,000");
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var targetPercent = (float)(performanceConfig.ModelDecimationTargetRatio * 100.0);
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var clampedPercent = Math.Clamp(targetPercent, 70f, 99f);
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var clampedPercent = Math.Clamp(targetPercent, 60f, 99f);
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if (Math.Abs(clampedPercent - targetPercent) > float.Epsilon)
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{
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performanceConfig.ModelDecimationTargetRatio = clampedPercent / 100.0;
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@@ -3685,17 +3708,30 @@ public class SettingsUi : WindowMediatorSubscriberBase
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targetPercent = clampedPercent;
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}
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ImGui.SetNextItemWidth(300 * ImGuiHelpers.GlobalScale);
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if (ImGui.SliderFloat("Target triangle ratio", ref targetPercent, 70f, 99f, "%.0f%%"))
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if (ImGui.SliderFloat("Target triangle ratio", ref targetPercent, 60f, 99f, "%.0f%%"))
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{
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performanceConfig.ModelDecimationTargetRatio = Math.Clamp(targetPercent / 100f, 0.7f, 0.99f);
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performanceConfig.ModelDecimationTargetRatio = Math.Clamp(targetPercent / 100f, 0.6f, 0.99f);
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_playerPerformanceConfigService.Save();
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}
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_uiShared.DrawHelpText($"Target ratio relative to original triangle count (70% keeps 70% of triangles).{UiSharedService.TooltipSeparator}Default: 70%");
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_uiShared.DrawHelpText($"Target ratio relative to original triangle count (80% keeps 80% of triangles).{UiSharedService.TooltipSeparator}Default: 80%");
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ImGui.Dummy(new Vector2(5));
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ImGui.Dummy(new Vector2(15));
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ImGui.TextUnformatted("Decimation targets");
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_uiShared.DrawHelpText("Hair mods are always excluded from decimation.");
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_uiShared.DrawNoteLine("! ", UIColors.Get("LightlessGreen"),
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new SeStringUtils.RichTextEntry("Automatic decimation will only target the selected "),
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new SeStringUtils.RichTextEntry("decimation targets", UIColors.Get("LightlessGreen"), true),
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new SeStringUtils.RichTextEntry("."));
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_uiShared.DrawNoteLine("! ", UIColors.Get("LightlessYellow"),
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new SeStringUtils.RichTextEntry("It is advised to not decimate any body related meshes which includes: "),
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new SeStringUtils.RichTextEntry("facial mods + sculpts, chest, legs, hands and feet", UIColors.Get("LightlessYellow"), true),
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new SeStringUtils.RichTextEntry("."));
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_uiShared.DrawNoteLine("!!! ", UIColors.Get("DimRed"),
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new SeStringUtils.RichTextEntry("Remember, automatic decimation is not perfect and can cause meshes to be ruined, especially hair mods.", UIColors.Get("DimRed"), true));
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var allowBody = performanceConfig.ModelDecimationAllowBody;
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if (ImGui.Checkbox("Body", ref allowBody))
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{
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@@ -3731,6 +3767,10 @@ public class SettingsUi : WindowMediatorSubscriberBase
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_playerPerformanceConfigService.Save();
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}
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ImGui.Dummy(new Vector2(5));
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UiSharedService.ColoredSeparator(UIColors.Get("LightlessGrey"), 3f);
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ImGui.Dummy(new Vector2(5));
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DrawTriangleDecimationCounters();
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ImGui.Dummy(new Vector2(5));
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@@ -205,10 +205,8 @@ public sealed class ZoneChatUi : WindowMediatorSubscriberBase
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private void ApplyUiVisibilitySettings()
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{
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var config = _chatConfigService.Current;
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_uiBuilder.DisableUserUiHide = true;
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_uiBuilder.DisableCutsceneUiHide = config.ShowInCutscenes;
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_uiBuilder.DisableGposeUiHide = config.ShowInGpose;
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_uiBuilder.DisableCutsceneUiHide = true;
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}
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private bool ShouldHide()
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@@ -220,6 +218,16 @@ public sealed class ZoneChatUi : WindowMediatorSubscriberBase
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return true;
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}
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if (!config.ShowInGpose && _dalamudUtilService.IsInGpose)
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{
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return true;
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}
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if (!config.ShowInCutscenes && _dalamudUtilService.IsInCutscene)
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{
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return true;
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}
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if (config.HideInCombat && _dalamudUtilService.IsInCombat)
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{
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return true;
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