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ui_credits: merge, rewrite and fix scrolling credits screen
Merged ui_rally_credits.c (static) and ui_credits.c (scrolling) into a single ui_credits.c. The static version is replaced entirely by the scrolling implementation. Credits data cleaned up: all UI_PULSE flags removed, iD Software section condensed from 18 lines with individual role headers to 7 lines under a single "Based on Quake III Arena" heading. Q3Rally section headers now use orange accent colours to match the rest of the UI. Fixed a loop break bug that caused a black screen once the first line scrolled off the top - the loop now runs to completion on every frame. End-of-credits detection is based on the calculated total height instead of a hardcoded pixel threshold. Edge fade reworked: alpha is sampled at line centre rather than top edge, and negative screen positions are explicitly clamped, fixing a visual glitch where lines briefly reappeared after fading out at the top. Background shader is now always drawn, including after all text has scrolled off, preventing a black flash at the end. A configurable dim overlay (BACKGROUND_DIM) reduces shader brightness without replacing it. color_background is conditionally compiled out when BACKGROUND_SHADER is active to silence the unused-variable warning. ui_rally_gfxloading: framerate-independent smoothing and cleanup Replaced the framerate-dependent smoothing factor (0.08f per frame) with a delta-time based lerp using SMOOTH_LERP_SPEED (4.5/s), giving consistent animation speed regardless of framerate. Introduced NUM_STAGES define to replace ARRAY_LEN(stages) at all three call sites (ExecuteStage, UpdateProgress, MenuDraw), making the stage count explicit and easier to maintain. Car icon draw position raised by 10px. Updated the ladder service
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