fix(ui): Phase K live-test fixes pt4 — collision wires default OFF, refresh DebugPanel cheat-sheet
User reported "I can't turn off collision wires" — root cause was two-fold: the wires defaulted to ON at startup so the user saw them every launch, and the DebugPanel's keybind cheat-sheet still listed the pre-K.1c retail-default-conflicting bindings (F1/F2/F3/F7/F8/F9/F10 etc.) instead of the Ctrl+F* aliases the retail-faithful keymap moved them to. Changes: - _debugCollisionVisible defaults to FALSE. Ctrl+F2 toggles it on (toast: "Collision wireframes ON"); the DebugPanel → Diagnostics → "Toggle collision wires" button toggles too. - DebugPanel "Help" cheat-sheet rebuilt to reflect the actual retail-default + Phase K bindings: Ctrl+F1 (debug), Ctrl+F2 (collision wires), Ctrl+Shift+F (free-fly), F11 (Settings), W/X = forward/back, A/D = turn, Z/C = strafe, Q = autorun toggle, Shift = walk modifier, Y/G/H/B = postures, Hold MMB = instant mouse-look, Hold RMB = orbit, Tab = focus chat input. The user no longer has to read the source to find a working binding. Tests stay 1222 green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 29 additions and 16 deletions
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@ -27,7 +27,11 @@ public sealed class GameWindow : IDisposable
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private Shader? _meshShader;
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private TextureCache? _textureCache;
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private DebugLineRenderer? _debugLines;
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private bool _debugCollisionVisible = true;
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// K-fix4 (2026-04-26): default OFF. The orange BSP / green cylinder
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// wireframes are noisy outdoors and confuse first-time users into
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// thinking they're a rendering bug. Ctrl+F2 toggles, the DebugPanel
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// → Diagnostics → "Toggle collision wires" button toggles too.
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private bool _debugCollisionVisible = false;
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private int _debugDrawLogOnce = 0;
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// Phase I.2: the old StbTrueTypeSharp DebugOverlay was deleted in
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@ -44,21 +44,30 @@ public sealed class DebugPanel : IPanel
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/// </summary>
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private static readonly (string Key, string Action)[] Keybinds =
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{
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("Esc", "exit fly / player / close window"),
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("Tab", "toggle player mode (when in-world)"),
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("F", "toggle fly camera"),
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("F1", "toggle this debug panel"),
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("F2", "toggle collision wireframes"),
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("F3", "console dump (pos + nearby objects)"),
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("F7", "cycle time-of-day override"),
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("F8 / F9", "mouse sensitivity slower / faster"),
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("F10", "cycle weather"),
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("W A S D", "move (player mode) / fly"),
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("Mouse", "turn character / look (fly)"),
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("Hold RMB", "free orbit camera around player"),
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("Wheel", "zoom chase camera in / out"),
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("Space", "jump"),
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("Shift", "run"),
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// K-fix4 (2026-04-26): refreshed for the retail-default keymap +
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// Phase K input-pipeline bindings. F1-F12 alone are retail panel
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// toggles; acdream debug actions live behind Ctrl+F* to avoid
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// retail conflicts.
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("Esc", "exit fly / close window"),
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("F11", "open Settings (key rebinding etc.)"),
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("Ctrl+Shift+F", "toggle free-fly camera"),
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("Ctrl+F1", "toggle this debug panel"),
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("Ctrl+F2", "toggle collision wireframes"),
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("Ctrl+F3", "console dump (pos + nearby objects)"),
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("Ctrl+F7", "cycle time-of-day override"),
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("Ctrl+F8 / F9", "mouse sensitivity slower / faster"),
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("Ctrl+F10", "cycle weather"),
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("W / X", "run forward / backward"),
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("A / D", "turn left / right"),
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("Z / C", "strafe left / right"),
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("Q", "autorun toggle"),
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("Shift", "walk modifier (default = run)"),
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("Space", "jump (hold to charge)"),
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("Y G H B", "stand / sit / crouch / lie"),
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("Hold MMB", "instant mouse-look"),
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("Hold RMB", "free orbit camera around player"),
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("Wheel", "zoom chase camera in / out"),
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("Tab", "focus chat input"),
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};
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/// <inheritdoc />
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