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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