mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-16 20:29:57 +00:00
Use two columns when there is too many checkboxes in launcher's tab
This commit is contained in:
parent
8e566fa7ab
commit
7c9497c4de
2 changed files with 564 additions and 494 deletions
|
@ -127,7 +127,7 @@ bool Launcher::AdvancedPage::loadSettings()
|
||||||
{
|
{
|
||||||
loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
|
loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
|
||||||
connect(viewOverShoulderCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotViewOverShoulderToggled(bool)));
|
connect(viewOverShoulderCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotViewOverShoulderToggled(bool)));
|
||||||
viewOverShoulderGroup->setEnabled(viewOverShoulderCheckBox->checkState());
|
viewOverShoulderVerticalLayout->setEnabled(viewOverShoulderCheckBox->checkState());
|
||||||
loadSettingBool(autoSwitchShoulderCheckBox, "auto switch shoulder", "Camera");
|
loadSettingBool(autoSwitchShoulderCheckBox, "auto switch shoulder", "Camera");
|
||||||
loadSettingBool(previewIfStandStillCheckBox, "preview if stand still", "Camera");
|
loadSettingBool(previewIfStandStillCheckBox, "preview if stand still", "Camera");
|
||||||
loadSettingBool(deferredPreviewRotationCheckBox, "deferred preview rotation", "Camera");
|
loadSettingBool(deferredPreviewRotationCheckBox, "deferred preview rotation", "Camera");
|
||||||
|
@ -339,5 +339,5 @@ void Launcher::AdvancedPage::slotAnimSourcesToggled(bool checked)
|
||||||
|
|
||||||
void Launcher::AdvancedPage::slotViewOverShoulderToggled(bool checked)
|
void Launcher::AdvancedPage::slotViewOverShoulderToggled(bool checked)
|
||||||
{
|
{
|
||||||
viewOverShoulderGroup->setEnabled(viewOverShoulderCheckBox->checkState());
|
viewOverShoulderVerticalLayout->setEnabled(viewOverShoulderCheckBox->checkState());
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,6 +2,14 @@
|
||||||
<ui version="4.0">
|
<ui version="4.0">
|
||||||
<class>AdvancedPage</class>
|
<class>AdvancedPage</class>
|
||||||
<widget class="QWidget" name="AdvancedPage">
|
<widget class="QWidget" name="AdvancedPage">
|
||||||
|
<property name="geometry">
|
||||||
|
<rect>
|
||||||
|
<x>0</x>
|
||||||
|
<y>0</y>
|
||||||
|
<width>617</width>
|
||||||
|
<height>487</height>
|
||||||
|
</rect>
|
||||||
|
</property>
|
||||||
<layout class="QVBoxLayout" name="pageVerticalLayout">
|
<layout class="QVBoxLayout" name="pageVerticalLayout">
|
||||||
<item>
|
<item>
|
||||||
<widget class="QTabWidget" name="AdvancedTabWidget">
|
<widget class="QTabWidget" name="AdvancedTabWidget">
|
||||||
|
@ -14,46 +22,8 @@
|
||||||
</attribute>
|
</attribute>
|
||||||
<layout class="QVBoxLayout">
|
<layout class="QVBoxLayout">
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="toggleSneakCheckBox">
|
<layout class="QGridLayout" name="gridLayout_3">
|
||||||
<property name="toolTip">
|
<item row="3" column="1">
|
||||||
<string><html><head/><body><p>This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. </p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Toggle sneak</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="canLootDuringDeathAnimationCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Can loot during death animation</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="followersAttackOnSightCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Followers defend immediately</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="rebalanceSoulGemValuesCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Soulgem values rebalance</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="enchantedWeaponsMagicalCheckBox">
|
<widget class="QCheckBox" name="enchantedWeaponsMagicalCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
<string><html><head/><body><p>Make enchanted weaponry without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html></string>
|
<string><html><head/><body><p>Make enchanted weaponry without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html></string>
|
||||||
|
@ -63,7 +33,37 @@
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item row="1" column="1">
|
||||||
|
<widget class="QCheckBox" name="swimUpwardCorrectionCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Swim upward correction</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="4" column="0">
|
||||||
|
<widget class="QCheckBox" name="enableNavigatorCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Build nav mesh for world geometry</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="0" column="0">
|
||||||
|
<widget class="QCheckBox" name="toggleSneakCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. </p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Toggle sneak</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="5" column="0">
|
||||||
<widget class="QCheckBox" name="permanentBarterDispositionChangeCheckBox">
|
<widget class="QCheckBox" name="permanentBarterDispositionChangeCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
<string><html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html></string>
|
<string><html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html></string>
|
||||||
|
@ -73,7 +73,57 @@
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item row="0" column="1">
|
||||||
|
<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Racial variation in speed fix</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="1" column="0">
|
||||||
|
<widget class="QCheckBox" name="uncappedDamageFatigueCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Uncapped Damage Fatigue</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="2" column="1">
|
||||||
|
<widget class="QCheckBox" name="canLootDuringDeathAnimationCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Can loot during death animation</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="2" column="0">
|
||||||
|
<widget class="QCheckBox" name="rebalanceSoulGemValuesCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Soulgem values rebalance</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="3" column="0">
|
||||||
|
<widget class="QCheckBox" name="followersAttackOnSightCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Followers defend immediately</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="4" column="1">
|
||||||
<widget class="QCheckBox" name="classicReflectedAbsorbSpellsCheckBox">
|
<widget class="QCheckBox" name="classicReflectedAbsorbSpellsCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
<string><html><head/><body><p>Effects of reflected Absorb spells are not mirrored -- like in Morrowind.</p></body></html></string>
|
<string><html><head/><body><p>Effects of reflected Absorb spells are not mirrored -- like in Morrowind.</p></body></html></string>
|
||||||
|
@ -83,6 +133,18 @@
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
|
<item row="5" column="1">
|
||||||
|
<widget class="QCheckBox" name="stealingFromKnockedOutCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Always allow stealing from knocked out actors</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
</layout>
|
||||||
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="requireAppropriateAmmunitionCheckBox">
|
<widget class="QCheckBox" name="requireAppropriateAmmunitionCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
|
@ -94,42 +156,8 @@
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="uncappedDamageFatigueCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Uncapped Damage Fatigue</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Racial variation in speed fix</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="swimUpwardCorrectionCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Swim upward correction</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item alignment="Qt::AlignLeft">
|
|
||||||
<widget class="QWidget" name="unarmedFactorsStrengthGroup">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).</p><p>The default value is Off.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
|
<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
|
||||||
<item alignment="Qt::AlignRight">
|
<item>
|
||||||
<widget class="QLabel" name="unarmedFactorsStrengthLabel">
|
<widget class="QLabel" name="unarmedFactorsStrengthLabel">
|
||||||
<property name="text">
|
<property name="text">
|
||||||
<string>Factor strength into hand-to-hand combat:</string>
|
<string>Factor strength into hand-to-hand combat:</string>
|
||||||
|
@ -158,34 +186,32 @@
|
||||||
</item>
|
</item>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
|
<item>
|
||||||
|
<spacer name="horizontalSpacer_2">
|
||||||
|
<property name="orientation">
|
||||||
|
<enum>Qt::Horizontal</enum>
|
||||||
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>40</width>
|
||||||
|
<height>20</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
|
</spacer>
|
||||||
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="stealingFromKnockedOutCheckBox">
|
<spacer name="verticalSpacer_3">
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Always allow stealing from knocked out actors</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="enableNavigatorCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Build nav mesh for world geometry</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<spacer>
|
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>20</width>
|
||||||
|
<height>40</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
@ -196,6 +222,78 @@
|
||||||
</attribute>
|
</attribute>
|
||||||
<layout class="QVBoxLayout">
|
<layout class="QVBoxLayout">
|
||||||
<item>
|
<item>
|
||||||
|
<layout class="QGridLayout" name="gridLayout_2">
|
||||||
|
<item row="5" column="1">
|
||||||
|
<widget class="QCheckBox" name="turnToMovementDirectionCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Turn to movement direction</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="0" column="1">
|
||||||
|
<widget class="QCheckBox" name="distantLandCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Distant land</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="3" column="0">
|
||||||
|
<widget class="QCheckBox" name="autoUseTerrainNormalMapsCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Auto use terrain normal maps</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="4" column="0">
|
||||||
|
<widget class="QCheckBox" name="autoUseTerrainSpecularMapsCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Auto use terrain specular maps</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="1" column="1">
|
||||||
|
<widget class="QCheckBox" name="activeGridObjectPagingCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Use object paging for active cells grid.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Active grid object paging</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="2" column="1">
|
||||||
|
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Use magic item animation</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="5" column="0">
|
||||||
|
<widget class="QCheckBox" name="animSourcesCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Use additional animation sources</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="1" column="0">
|
||||||
<widget class="QCheckBox" name="autoUseObjectNormalMapsCheckBox">
|
<widget class="QCheckBox" name="autoUseObjectNormalMapsCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
<string><html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
|
<string><html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
|
||||||
|
@ -207,7 +305,44 @@ If this option is disabled, normal maps are only used if they are explicitly lis
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
|
<item row="4" column="1">
|
||||||
|
<widget class="QCheckBox" name="bumpMapLocalLightingCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
|
||||||
|
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
|
||||||
|
Affected objects will use shaders.
|
||||||
|
</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Bump/reflect map local lighting</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item row="0" column="0">
|
||||||
|
<layout class="QHBoxLayout" name="viewingDistanceLayout">
|
||||||
<item>
|
<item>
|
||||||
|
<widget class="QLabel" name="viewingDistanceLabel">
|
||||||
|
<property name="text">
|
||||||
|
<string>Viewing distance</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<widget class="QDoubleSpinBox" name="viewingDistanceComboBox">
|
||||||
|
<property name="suffix">
|
||||||
|
<string> Cells</string>
|
||||||
|
</property>
|
||||||
|
<property name="minimum">
|
||||||
|
<double>0.000000000000000</double>
|
||||||
|
</property>
|
||||||
|
<property name="singleStep">
|
||||||
|
<double>0.500000000000000</double>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
</layout>
|
||||||
|
</item>
|
||||||
|
<item row="2" column="0">
|
||||||
<widget class="QCheckBox" name="autoUseObjectSpecularMapsCheckBox">
|
<widget class="QCheckBox" name="autoUseObjectSpecularMapsCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
<string><html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
|
<string><html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
|
||||||
|
@ -221,40 +356,7 @@ If this option is disabled, normal maps are only used if they are explicitly lis
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item row="3" column="1">
|
||||||
<widget class="QCheckBox" name="autoUseTerrainNormalMapsCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Auto use terrain normal maps</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="autoUseTerrainSpecularMapsCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Auto use terrain specular maps</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="bumpMapLocalLightingCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
|
|
||||||
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
|
|
||||||
Affected objects will use shaders.
|
|
||||||
</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Bump/reflect map local lighting</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="radialFogCheckBox">
|
<widget class="QCheckBox" name="radialFogCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
<string><html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
|
<string><html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
|
||||||
|
@ -265,28 +367,9 @@ This setting makes the fog use the actual eye point distance (or so called Eucli
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
</layout>
|
||||||
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Use magic item animation</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="animSourcesCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Use additional animation sources</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QWidget" name="sheathingGroup">
|
|
||||||
<layout class="QVBoxLayout" name="sheathingLayout">
|
<layout class="QVBoxLayout" name="sheathingLayout">
|
||||||
<property name="leftMargin">
|
<property name="leftMargin">
|
||||||
<number>20</number>
|
<number>20</number>
|
||||||
|
@ -318,74 +401,18 @@ This setting makes the fog use the actual eye point distance (or so called Eucli
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="turnToMovementDirectionCheckBox">
|
<spacer name="verticalSpacer_4">
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Turn to movement direction</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="distantLandCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Distant land</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QCheckBox" name="activeGridObjectPagingCheckBox">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Use object paging for active cells grid.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<property name="text">
|
|
||||||
<string>Active grid object paging</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item alignment="Qt::AlignLeft">
|
|
||||||
<widget class="QWidget" name="viewingDistanceGroup">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>This value controls the maximum visible distance (in cell units).
|
|
||||||
Larger values significantly improve rendering in exterior spaces,
|
|
||||||
but also increase the amount of rendered geometry and significantly reduce the frame rate.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<layout class="QHBoxLayout" name="viewingDistanceLayout">
|
|
||||||
<item>
|
|
||||||
<widget class="QLabel" name="viewingDistanceLabel">
|
|
||||||
<property name="text">
|
|
||||||
<string>Viewing distance</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<widget class="QDoubleSpinBox" name="viewingDistanceComboBox">
|
|
||||||
<property name="minimum">
|
|
||||||
<double>0.0</double>
|
|
||||||
</property>
|
|
||||||
<property name="singleStep">
|
|
||||||
<double>0.5</double>
|
|
||||||
</property>
|
|
||||||
<property name="suffix">
|
|
||||||
<string> Cells</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
</layout>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<spacer>
|
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>20</width>
|
||||||
|
<height>40</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
@ -408,7 +435,16 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QWidget" name="viewOverShoulderGroup">
|
<widget class="QCheckBox" name="autoSwitchShoulderCheckBox">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string><html><head/><body><p>When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.</p></body></html></string>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Auto switch shoulder</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
<layout class="QVBoxLayout" name="viewOverShoulderVerticalLayout">
|
<layout class="QVBoxLayout" name="viewOverShoulderVerticalLayout">
|
||||||
<property name="leftMargin">
|
<property name="leftMargin">
|
||||||
<number>20</number>
|
<number>20</number>
|
||||||
|
@ -423,7 +459,6 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<number>0</number>
|
<number>0</number>
|
||||||
</property>
|
</property>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QWidget" name="defaultShoulderGroup">
|
|
||||||
<layout class="QHBoxLayout" name="defaultShoulderHorizontalLayout">
|
<layout class="QHBoxLayout" name="defaultShoulderHorizontalLayout">
|
||||||
<property name="leftMargin">
|
<property name="leftMargin">
|
||||||
<number>0</number>
|
<number>0</number>
|
||||||
|
@ -461,21 +496,22 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
</item>
|
</item>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="autoSwitchShoulderCheckBox">
|
<spacer name="horizontalSpacer_3">
|
||||||
<property name="toolTip">
|
<property name="orientation">
|
||||||
<string><html><head/><body><p>When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.</p></body></html></string>
|
<enum>Qt::Horizontal</enum>
|
||||||
</property>
|
</property>
|
||||||
<property name="text">
|
<property name="sizeHint" stdset="0">
|
||||||
<string>Auto switch shoulder</string>
|
<size>
|
||||||
|
<width>40</width>
|
||||||
|
<height>20</height>
|
||||||
|
</size>
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</spacer>
|
||||||
|
</item>
|
||||||
|
</layout>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="previewIfStandStillCheckBox">
|
<widget class="QCheckBox" name="previewIfStandStillCheckBox">
|
||||||
|
@ -502,6 +538,12 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>0</width>
|
||||||
|
<height>0</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
@ -511,6 +553,57 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<string>Interface</string>
|
<string>Interface</string>
|
||||||
</attribute>
|
</attribute>
|
||||||
<layout class="QVBoxLayout">
|
<layout class="QVBoxLayout">
|
||||||
|
<item>
|
||||||
|
<layout class="QHBoxLayout" name="horizontalLayout">
|
||||||
|
<item alignment="Qt::AlignRight">
|
||||||
|
<widget class="QLabel" name="showOwnedLabel">
|
||||||
|
<property name="text">
|
||||||
|
<string>Show owned:</string>
|
||||||
|
</property>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<widget class="QComboBox" name="showOwnedComboBox">
|
||||||
|
<property name="currentIndex">
|
||||||
|
<number>1</number>
|
||||||
|
</property>
|
||||||
|
<item>
|
||||||
|
<property name="text">
|
||||||
|
<string>Off</string>
|
||||||
|
</property>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<property name="text">
|
||||||
|
<string>Tool Tip Only</string>
|
||||||
|
</property>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<property name="text">
|
||||||
|
<string>Crosshair Only</string>
|
||||||
|
</property>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<property name="text">
|
||||||
|
<string>Tool Tip and Crosshair</string>
|
||||||
|
</property>
|
||||||
|
</item>
|
||||||
|
</widget>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<spacer name="horizontalSpacer">
|
||||||
|
<property name="orientation">
|
||||||
|
<enum>Qt::Horizontal</enum>
|
||||||
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>40</width>
|
||||||
|
<height>20</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
|
</spacer>
|
||||||
|
</item>
|
||||||
|
</layout>
|
||||||
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QCheckBox" name="showEffectDurationCheckBox">
|
<widget class="QCheckBox" name="showEffectDurationCheckBox">
|
||||||
<property name="toolTip">
|
<property name="toolTip">
|
||||||
|
@ -561,54 +654,17 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item alignment="Qt::AlignLeft">
|
|
||||||
<widget class="QWidget" name="showOwnedGroup">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Enable visual clues for items owned by NPCs when the crosshair is on the object.</p><p>The default value is Off.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<layout class="QHBoxLayout" name="horizontalLayout">
|
|
||||||
<item alignment="Qt::AlignRight">
|
|
||||||
<widget class="QLabel" name="showOwnedLabel">
|
|
||||||
<property name="text">
|
|
||||||
<string>Show owned:</string>
|
|
||||||
</property>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
<item>
|
||||||
<widget class="QComboBox" name="showOwnedComboBox">
|
<spacer name="verticalSpacer_2">
|
||||||
<property name="currentIndex">
|
|
||||||
<number>1</number>
|
|
||||||
</property>
|
|
||||||
<item>
|
|
||||||
<property name="text">
|
|
||||||
<string>Off</string>
|
|
||||||
</property>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<property name="text">
|
|
||||||
<string>Tool Tip Only</string>
|
|
||||||
</property>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<property name="text">
|
|
||||||
<string>Crosshair Only</string>
|
|
||||||
</property>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<property name="text">
|
|
||||||
<string>Tool Tip and Crosshair</string>
|
|
||||||
</property>
|
|
||||||
</item>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
</layout>
|
|
||||||
</widget>
|
|
||||||
</item>
|
|
||||||
<item>
|
|
||||||
<spacer>
|
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>20</width>
|
||||||
|
<height>40</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
@ -643,6 +699,12 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>0</width>
|
||||||
|
<height>0</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
@ -668,11 +730,7 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item alignment="Qt::AlignLeft">
|
<item>
|
||||||
<widget class="QWidget" name="maximumQuicksavesGroup">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<layout class="QHBoxLayout" name="maximumQuicksavesLayout">
|
<layout class="QHBoxLayout" name="maximumQuicksavesLayout">
|
||||||
<item>
|
<item>
|
||||||
<widget class="QLabel" name="maximumQuicksavesLabel">
|
<widget class="QLabel" name="maximumQuicksavesLabel">
|
||||||
|
@ -689,7 +747,6 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
</widget>
|
||||||
|
@ -700,11 +757,7 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<string>Other</string>
|
<string>Other</string>
|
||||||
</property>
|
</property>
|
||||||
<layout class="QVBoxLayout" name="otherGroupVerticalLayout">
|
<layout class="QVBoxLayout" name="otherGroupVerticalLayout">
|
||||||
<item alignment="Qt::AlignLeft">
|
<item>
|
||||||
<widget class="QWidget" name="screenshotFormatGroup">
|
|
||||||
<property name="toolTip">
|
|
||||||
<string><html><head/><body><p>Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but “jpg”, “png”, and “tga” should be allowed.</p></body></html></string>
|
|
||||||
</property>
|
|
||||||
<layout class="QHBoxLayout" name="screenshotFormatLayout">
|
<layout class="QHBoxLayout" name="screenshotFormatLayout">
|
||||||
<item alignment="Qt::AlignRight">
|
<item alignment="Qt::AlignRight">
|
||||||
<widget class="QLabel" name="screenshotFormatLabel">
|
<widget class="QLabel" name="screenshotFormatLabel">
|
||||||
|
@ -733,7 +786,6 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
</widget>
|
</widget>
|
||||||
|
@ -743,6 +795,12 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>0</width>
|
||||||
|
<height>0</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
@ -796,6 +854,12 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<property name="sizeType">
|
<property name="sizeType">
|
||||||
<enum>QSizePolicy::Fixed</enum>
|
<enum>QSizePolicy::Fixed</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>0</width>
|
||||||
|
<height>0</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
|
@ -840,6 +904,12 @@ True: In non-combat mode camera is positioned behind the character's shoulder. C
|
||||||
<property name="orientation">
|
<property name="orientation">
|
||||||
<enum>Qt::Vertical</enum>
|
<enum>Qt::Vertical</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="sizeHint" stdset="0">
|
||||||
|
<size>
|
||||||
|
<width>0</width>
|
||||||
|
<height>0</height>
|
||||||
|
</size>
|
||||||
|
</property>
|
||||||
</spacer>
|
</spacer>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
|
Loading…
Reference in a new issue