METHOD(VoretEffectsSettingsTab, fill, void(entity))\r
ATTRIB(VoretEffectsSettingsTab, title, string, "Effects")\r
ATTRIB(VoretEffectsSettingsTab, intendedWidth, float, 0.9)\r
- ATTRIB(VoretEffectsSettingsTab, rows, float, 17)\r
+ ATTRIB(VoretEffectsSettingsTab, rows, float, 20)\r
ATTRIB(VoretEffectsSettingsTab, columns, float, 6.5)\r
ENDCLASS(VoretEffectsSettingsTab)\r
entity makeVoretEffectsSettingsTab();\r
me.TR(me);\r
me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Particle dist.:"));\r
me.TD(me, 1, 2, e = makeVoretSlider(500, 2000, 100, "r_drawparticles_drawdistance"));\r
+ me.TR(me);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_particles_rain", "Weather"));\r
+ makeMulti(e, "cl_particles_snow");\r
me.TR(me);\r
me.TR(me);\r
me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_decals", "Decals"));\r
me.TD(me, 1, 1.9, e = makeVoretCheckBox(0, "r_glsl_offsetmapping_reliefmapping", "Relief mapping"));\r
setDependentAND(e, "vid_gl20", 1, 1, "r_glsl_offsetmapping", 1, 1);\r
me.TR(me);\r
- me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_water", "Reflections: *"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_water", "Reflections:"));\r
setDependent(e, "vid_gl20", 1, 1);\r
me.TD(me, 1, 2, e = makeVoretTextSlider("r_water_resolutionmultiplier"));\r
e.addValue(e, "Blurred", "0.25");\r
e.configureVoretTextSliderValues(e);\r
setDependentAND(e, "vid_gl20", 1, 1, "r_water", 1, 1);\r
me.TR(me);\r
- me.TDempty(me, 0.2);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "* may heavily reduce performance"));\r
me.TR(me);\r
me.TD(me, 1, 3, e = makeVoretRadioButton(1, string_null, string_null, "No dynamic lighting"));\r
me.TR(me);\r
me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_bloom", "Bloom"));\r
setDependent(e, "r_hdr", 0, 0);\r
me.TD(me, 1, 2, e = makeVoretCheckBox(0, "r_hdr", "High Dynamic Range (HDR)"));\r
- \r
+ me.TR(me);\r
+ me.TDempty(me, 0.2);\r
+ me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Intensity:"));\r
+ me.TD(me, 1, 2, e = makeVoretSlider(2, 6, 0.1, "r_bloom_brighten"));\r
+ setDependentOR(e, "r_bloom", 1, 1, "r_hdr", 1, 1);\r
+ me.TR(me);\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_hdr_irisadaptation", "Iris adaptation"));\r
+ me.TR(me);\r
me.TR(me);\r
s = makeVoretSlider(0.1, 1, 0.1, "r_motionblur");\r
me.TD(me, 1, 1, e = makeVoretSliderCheckBox(0, 1, s, "Motion blur:"));\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- s = makeVoretSlider(0.1, 1, 0.1, "r_damageblur");\r
- me.TD(me, 1, 1, e = makeVoretSliderCheckBox(0, 1, s, "Damage blur:"));\r
- if(s.value != e.savedValue)\r
- e.savedValue = 0.4; // default\r
- me.TD(me, 1, 2, s);\r
- \r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Damage & Water blur"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_powerup", "Powerup sharpen"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_saturation", "Armor saturation"));\r
+\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, makeVoretCommandButton("Apply immediately", '0 0 0', "vid_restart", COMMANDBUTTON_APPLY));\r
}\r