Bring HUD closer and isolate floating native menus

This commit is contained in:
ElHombreAlex committed 2026-10-03 19:17:12 +02:00
1 parent 028de594bb
commit 46102cabf7
18 files changed
+84 -22

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+1 -1
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@@ -2,7 +2,7 @@ extends RefCounted
# Follow the headset first. Only the panel's path toward the ship engages the
# world-height stop, so a distant or side-on table never drags the HUD around.
const CLEARANCE := 0.14
const CLEARANCE := 0.08
const HEAD_OFFSET := Vector3(0.0, -0.12, -1.30)
const POSITION_TIME := 0.12
const PANEL_THICKNESS := 0.008
+5 -1
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@@ -250,7 +250,11 @@ func _create_hud() -> void:
func _gameplay_hud_mode() -> bool:
if not bool(hud_state.get("ready", demo_mode)) or str(hud_state.get("ui_mode", "")) == "menu":
if not bool(hud_state.get("ready", demo_mode)):
return false
# In-run native windows have a separate world surface. A simultaneous
# native menu flag must not expand the HUD into a second copy of that window.
if str(hud_state.get("ui_mode", "")) == "menu" and not bool(hud_state.get("panel_open", false)):
return false
# Desktop preview still needs the complete screen for its Tactical/map view;
# in VR those views have their own hand/world surfaces with native coordinates.