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overlays: add ppu compile notification and touch existing compile notifications #13423
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m_fade_out_animation.update(rsx::get_current_renderer()->vblank_count); | ||
} | ||
else if (m_fade_out_animation.active) | ||
{ | ||
m_fade_out_animation.reset(rsx::get_current_renderer()->vblank_count); |
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Isn't the snapping effect jarring? Makes more sense to reverse the animation during reset though that is harder to do. Maybe add a TODO or something so we don't forget.
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It's more jarring to have an overlay constanty fading in and out xD
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It's really not. A soft fade vs pop-in is a no contest.
Also think about translation animations. A card is sliding out to the edge of the screen then "snaps" back into place.
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As far as I can tell they just fade out. Feel free to make some sort of card shuffle animation.
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It should still reverse if we're beyond some point even with fade-out. The card may be 99% gone and almost entirely see-through, makes sense to just fade back in.
Obviously you refuse do it, I'll add it in after this is merged.
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I don't refuse to do it, I just haven't had an issue with the way it looks.
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You just have to restart the fade-in animation as well and borrow the remaining time from the fadeout to be its progress so far.
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done
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Fixes zombie item glitch if a newer message has shorter duration than the older message
This missing dialog added to the confusion surrounding the Castlevania issue, which is seemingly stuck but actually compiles a ton of PPU modules.
They used to go through a whole fade in and fade out cycle before a new one was shown.
This means that even if stuff was constantly compiled, the notification kept popping in and out instead of persisting.