Author Topic: [Resolved] Persistent UI elements  (Read 10849 times)

ushas

  • Hero Member
  • *****
  • Posts: 661
[Resolved] Persistent UI elements
« on: September 18, 2017, 09:07:01 PM »
(v19, linux)

Persistent perk buttons and tooltips:
Problem: The useable perks of the last ally, who acted before an enemy's turn, will stay on screen during turns of enemies and are still useable, till the next turn of any ally.

Think I got also persistent perk tooltip when ending turn via shotcut. No matter who acts next or is the mouse is hovering over other UI elments, it persists till the mouse hover over any other perk icon on the left.
« Last Edit: December 12, 2017, 01:42:41 PM by Daithi »

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: Persistent UI elements
« Reply #1 on: November 17, 2017, 06:53:14 PM »
Edited the thread name to make it about all UI element persistencis, but feel free to divide.

In v21 confirming the following UI elements to be able to persist:
1) Tutorial (the first mission) up to the surveillance screen
2) When mouseover status effect on the right and end turn via key, description can persist during an enemy turn.
3) When you switch to inventory at the right moment you can still see the barks.
   (you know, it's now a bad idea them barking at home too...)


Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: Persistent UI elements
« Reply #2 on: December 12, 2017, 01:30:26 PM »
(v19, linux)

Persistent perk buttons and tooltips:
Problem: The useable perks of the last ally, who acted before an enemy's turn, will stay on screen during turns of enemies and are still useable, till the next turn of any ally.

Think I got also persistent perk tooltip when ending turn via shotcut. No matter who acts next or is the mouse is hovering over other UI elments, it persists till the mouse hover over any other perk icon on the left.

These two are fixed.

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: Persistent UI elements
« Reply #3 on: December 12, 2017, 01:42:29 PM »
All fixed, thanks.