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Added water options to 'TopMenubar/Settings' menu. #3142
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Commits on Sep 1, 2024
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Codechange: Clarified HydraX module type config
The module type isn't configurable, it's hardcoddd in hydrax setup - file 'HydraxWater.cpp', function `InitHydrax()`. The corresponding dummy line was removed from file 'HydraxDefault.hdx' and the check for it's presence was removed from file 'hydrax/Module.cpp'
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Bugfix: Hydrax - never set foam params on MAT_UNDERWATER
Most occurences are long commented out, but this one slipped because nobody called that function until I started working on diag. UI.
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🎮 Added hydrax settings to TopMenubar UI.
This version is based on HydraX hardcoded defaults, but needs to be adjusted based on RoR's defaults.
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🎮 Adjusted Topmenubar water sliders to sensible values.
Also cleaned up code and fixed a bug in Terrain.cpp - game would crash if other Water mode than HydraX was selected.
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🎮 Water type + Waves are now selectable in top menubar.
Codechanges: * DustPool.cpp - // Make sure water wasn't disabled in Top menubar - if yes, just drop the particle. * Water.cpp - just code cleanup actually - to clarify the water plane is the same with or without waves - so they can safely be toggled ad-hoc. * GUIUtils - DrawGCombo() now returns bool - true if value changed. * GUI_TopMenubar.cpp - change cvar `gfx_water_mode` and run `Terrain::reInitWater()` * Terrain - added function `reInitWater()`
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🐛 Fixed Basic water glitching out under Debug
uninitialized variable :/
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Fixed basic water not appearing when toggled via TopMenubar.
Uninitialized variables `m_cam_forced`* :/ I cleaned up the variable init, using in-class initializers for all.
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Water settings in top menu now work (except HydraX the 2nd time)
Summary of changes: * introduced ✉️ `MSG_SIM_REINIT_WATER_REQUESTED` - Request restarting water subsystem based on cvar 'gfx_water_mode'; sent by TopMenubar UI, also accepted from scripts via `game.pushMessage()`. * HydraX resources are now loaded each time. * Removed all direct interaction with HydraX - both classic water (Water.cpp, `class Water`) and HydraX water (HydraxWater.cpp, `class HydraxWater`) are now controlled exclusively via interface `IWater` - see comments in file 'IWater.h' * Added 'active_water_mode' field to `IWater` - because the cvar 'gfx_water_mode' can now change anytime.
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TopMenubar/WaterCfg: fixed frozen waves (basic/+refl/+refra) after un…
…checking 'Waves'
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