feat(VoxelGrid): add BTL-OFF rung to V-GRID setting

V-GRID now cycles OFF / ON / BTL-OFF.
BTL-OFF keeps the wireframe off during battles while leaving it
available in the overworld. ON preserves the original behaviour
(wireframe forced on in battles regardless of the row).
This commit is contained in:
MrPingu07
2026-08-07 04:40:14 -03:00
committed by Hans Kokx
parent 1fa3f4f855
commit 80933ad1e3
4 changed files with 17 additions and 6 deletions
+1 -1
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@@ -15,7 +15,7 @@ menu.
| --- | --- |
| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → 1ST → 3RD → OFF (camera pitch) |
| `SELECT` (pad / touch) | the same step as `3` — for the machines with no number row |
| `5`, or the **V-GRID** options row | OFF / ON — a one-pixel wireframe on every voxel |
| `5`, or the **V-GRID** options row | OFF / ON / BTL-OFF — a one-pixel wireframe on every voxel; BTL-OFF disables it during battles |
| `6`, or the **T-SHIFT** options row | OFF → 1 → 2 → 3 → OFF (miniature blur) |
| `7`, or the **V-CURVE** options row | OFF → 1 → 2 → 3 → 4 → 5 — bend the world over the horizon; 5 is a half sphere |
| the **RENDER DIST** options row | FIT / WIDE / WIDER / WIDEST / OFF — how much of the map the camera bothers to draw. **FIT** is exactly the ground on screen and no more: the trapezoid a tilted camera really frames, which reaches well north of you and flares wide out there — not the square the flat game shows. A connected map falling entirely outside it is skipped before it is drawn, terrain, water, grass and shadows together, which is most of the frame's geometry at the high rungs. Below about 63° that is all the row does and the picture is untouched; at **75** the camera sees to the horizon, so something has to name a distance — FIT is the closest, the wider rungs push the world's edge out, **OFF** stops cutting. Not on **1ST** or **3RD**: you are standing in the world there, and the box opens out and away as the camera dives in. **FULL** sets it to FIT |
+4
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@@ -643,6 +643,10 @@ function BattleScene.render(state, arena, textures, token)
-- the world (see VoxelGrid): the arena is drawn a unit per voxel like
-- everything else, so the seams follow the one toggle and a player who
-- turned them off does not get them back for the length of a fight.
local gridWas = VoxelGrid.override
if VoxelGrid.battleForced() then
VoxelGrid.override = true
end
local out = nil
local ok, err = pcall(function()
-- its own canvas slot: this renders at the window's pixel size and the
+10 -3
View File
@@ -59,7 +59,7 @@ end
-- where it persists and the rows that cycle it (see ModSetting)
VoxelGrid.setting = ModSetting.new(VoxelGrid.KEY, VoxelGrid.LABEL,
{ false, true }, { "OFF", "ON" })
{ false, true, "btloff" }, { "OFF", "ON", "BTL-OFF" })
-- The row is the whole answer, everywhere: free-roam and the battle arena
-- alike. The battle used to force the seams on regardless -- a fight is a
@@ -68,7 +68,14 @@ VoxelGrid.setting = ModSetting.new(VoxelGrid.KEY, VoxelGrid.LABEL,
-- whole mod, and a mode that came back for every fight read as the row not
-- working rather than as a deliberate framing.
function VoxelGrid.enabled()
return VoxelGrid.setting:get() and true or false
if VoxelGrid.override ~= nil then return VoxelGrid.override end
local v = VoxelGrid.setting:get()
if v == "btloff" then return false end
return v and true or false
end
function VoxelGrid.battleForced()
return VoxelGrid.setting:get() ~= "btloff"
end
function VoxelGrid.set(enabled, game)
@@ -80,7 +87,7 @@ function VoxelGrid.toggle(game)
end
function VoxelGrid.sync(value)
VoxelGrid.setting:sync(value and true or false)
VoxelGrid.setting:sync(value)
end
function VoxelGrid.row()
+2 -2
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@@ -474,7 +474,7 @@ end
-- its own: 3D WORLD is exactly the rows WITHOUT it, so that whole
-- category empties out under FULL and takes itself off the menu.
local SETTINGS = {
-- ------- the top-level menu -- settings that are about the GAME
-- ------- the top-level menu -- settings that are about the GAME
--
-- SettingsMenu.ROOT as a `cat` puts a row on the DRAMATIC SHAPE screen
-- itself rather than inside one of the four categories, which is right
@@ -490,7 +490,7 @@ local SETTINGS = {
cat = SettingsMenu.ROOT, full = true },
-- ------- 3D WORLD -- the diorama's own knobs, every one of them FULL's
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge.",
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge. BTL-OFF disables it during battles.",
cat = "world" },
{ WorldCurve.setting,
"Bends the world down over the horizon, until a town sits on top of its "