feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks. Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp. Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
0f82a08f0a
commit
146a963aeb
26 changed files with 1302 additions and 1340 deletions
|
|
@ -21,7 +21,7 @@ public sealed class GameplaySettingsTests
|
|||
Assert.True(d.ToggleRun);
|
||||
Assert.False(d.AdvancedCombatUI);
|
||||
Assert.True(d.ShowTooltips);
|
||||
Assert.False(d.VividTargetingIndicator);
|
||||
Assert.True(d.VividTargetingIndicator); // retail default mask includes 0x00008000
|
||||
Assert.False(d.SideBySideVitals);
|
||||
Assert.True(d.CoordinatesOnRadar); // retail default mask includes 0x00400000
|
||||
Assert.True(d.SpellDuration);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue