Filter
Exclude
Time range
-
Near
Development Update 1.0.5: General Fixes: - Resolved a logic issue in the CalculateDamage method where damage modifiers were incorrectly applied in edge cases. - Corrected a typo in the UIPlayerStats tooltip, changing "Health Regeneration" to "Health Recovery" for consistency. - Adjusted the UIBuffDetails tooltip to dynamically scale with longer buff descriptions for improved readability. Code Refactoring: - Split the IPlayerController interface into two focused interfaces: - IMovementController: Handles movement logic. - ICombatController: Manages combat actions like attack and defense. - Refactored GameSessionManager: - Extracted session handling logic into ISessionHandler for easier maintenance. - Replaced the deprecated StartSession() method with the new InitializeSession() method. - Streamlined UIInventoryManager by removing unused variables and optimizing UpdateInventoryUI() for clarity. Performance Improvements: - Optimized the CheckVisibility function by caching frequently accessed variables, reducing frame lag in large scenes. - Enhanced PathfindingManager to improve path recalculations, particularly in dynamic environments with moving obstacles. UI and Usability Enhancements: - Added error handling in UINetworkErrorDialog to provide better feedback on connection issues. - Fixed alignment issues in UIOptionsMenu for smaller screen resolutions. - Improved the OnHoverTooltip method for smoother display transitions and better user experience. Bug Fixes: - Resolved an index out of range exception in the GetAvailableSkills method when loading uninitialized skill data. - Corrected a typo in the UIPlayerAttributes tooltip, changing "Mana Regeneration" to "Mana Recovery." - Fixed a rare crash in NetworkMatchHandler during lobby transitions when player counts exceeded capacity. New Features: - Introduced the LayerHelper utility class for advanced object management: - SetLayerRecursively(GameObject obj, int layer): Applies a layer to an object and all its children. - FindObjectsWithLayer(int layer): Returns all objects in the scene with the specified layer. - Added a custom property drawer for SkillCategoryAttribute to improve inspector clarity and developer workflow. UI/UX Improvements: - Updated UITeamScoreBoard: - Improved alignment for team scores on ultrawide displays. - Added a visual indicator for the leading team. - Enhanced the UIInputField for chat functionality: - Resolved occasional text clipping on mobile devices. - Added smooth transitions when toggling the input field. Performance Optimization: - Reduced memory allocations in PathfindingManager by implementing object pooling for path nodes. - Cached frequent calculations in UIHealthBar to minimize redraw overhead during large-scale battles. Miscellaneous Updates: - Standardized method naming conventions across the GameMechanics namespace for improved consistency. - Renamed NetworkUtils.GetPingTime() to GetNetworkLatency() for better clarity. - Removed obsolete methods from EffectSpawner to simplify effect instantiation workflows. This update reflects our commitment to improving gameplay, performance, and user experience for Vox Royale. We’re actively refining systems, fixing issues, and implementing features to ensure a smoother, more engaging experience for all players. Stay tuned for more exciting developments as we continue shaping the future of Vox Royale! $VXR #Web3 #Web3Gaming #Ethereum #DeFi #GameFi #Wagering #P2E #revshare #GambleFi #play2earn #Crypto #BlockchainGaming #GamingCommunity #cryptocurrency
1
3
9
276
Replying to @WickyNilliams
It's the same for an element with visibility: hidden that has a child with visibility: visible. checkVisibility is about the element's own content and not about the children. It's perhaps a bit of an unfortunate name but it's totally aligned with the CSS concept of visibility.
1
2
124
29 May 2024
Replying to @WickyNilliams
What if 🤔 checkVisibility({ includeChildren: true }}
1
3
220
ほぅ...Webの要素が見えてるかの判定に 「checkVisibility」というのがあったのか~👀✨
1
2
335
DOMDOMタイムス#1: checkVisibility()の仕様 zenn.dev/canalun/articles/do…

1
298
19 Nov 2023
checkVisibility👀 #jsconfjp_c
2
114
checkVisibility() 見つけた瞬間めっちゃテンション上がりそうだ #jsconfjp_c
2
257
Blink: Intent to Ship: checkVisibility: contentVisibilityAuto, opacityProperty, and visibilityProperty groups.google.com/a/chromium…

2
10
3,245
Blink: Intent to Prototype: checkVisibility: contentVisibilityAuto, opacityProperty, and visibilityProperty groups.google.com/a/chromium…

6
1,507
12 Jun 2023
DOMDOMタイムスなるものを始めてみました👶DOMあたりで面白かったことをメモしていきます。 第1回はcheckVisibilityです(調べていて一番面白かったのはopacityでしたが……!)。 zenn.dev/canalun/articles/do…

3
936
Replying to @wahVinci
Great tip, Basharath 👍 I didn't know about this ✨ Do you know there is a new proposed API checkVisibility(), which checks for overall visibility considering opacity:0, visible: hidden, display: none etc. But, it is not supported in Safari as of now.
2
4
440