GuildArmory-0.1.19
What's new
0.1.19
Settings as a register with round switches, loot rules as four steps with a summary rail, notifications for ten seconds with a master switch, the guild chat history that stays readable, the window that closes in combat again, map clusters that count you, and the roster stutter gone.
Loot rules: four steps and a rail
The rules page reads top to bottom in four numbered blocks — how loot is distributed, the council, bidding, and what runs alongside — with chips for choices and round switches for on/off. On the right a rail says what the blocks add up to, one sentence per line (mode, soft reserves, plus one, seats, who bids and for how long), the warnings underneath, and at the foot who may change the rules and why. Every block measures its own height.
Settings: a register
Six sections in a column on the left — Language, Window, On screen, Notifications, Loot, Data — and one page on the right, remembered between openings. Every setting is a row: title, hint underneath, and a round switch on the right instead of a checkbox — red is off, green is on, the knob slides (the rounding is a texture of our own, Media/Circle.tga; where it does not load the switch is square and still works). Rows measure themselves at the current width, so a long hint never runs into the next row (the layout test stands on the new function). The council rotation moved to Loot where it belongs; debug output is a switch under Data; the sharing row states that gear is shared and what never leaves. At the bottom of the column, three things this client measured: combat log, loot methods seen, other clients.
The window closes in combat again. The secure rank buttons lived inside the main window, and a frame with protected children counts as protected in combat — so the window could not be hidden. They hang on a carrier beside the window now, following the roster detail in visibility and layer; in combat the game hides the carrier itself and brings it back afterwards. The invite dialog hides in combat the same way.
Map clusters count you too. Four on one spot, one of them you, made no cluster: your own position was never collected, so the cluster saw three. It is counted now; the cluster shows the number and the list with you in it, and below four your own pin is still not drawn — the game draws your arrow.
Guild chat history stays readable. The game's keys for history lines are reissued when its window focuses the stream; the panel had read them once and kept the dead ones, so yesterday showed "Unknown" again. It re-reads every minute now and renews a line whose key changed.
Notifications: ten seconds, once, and a master switch. The strip beside the minimap stays ten seconds instead of six and never repeats; "Show notifications" at the top of the Notifications settings turns strip and tray off altogether, and the per-kind switches grey out.
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