Rank badges and level equipment; no edge scrolling before the mouse has moved
- Military rank badges instead of level numbers: Lv 2-4 bronze chevrons, Lv 5-7 silver bars, Lv 8-9 gold stars, Lv 10 gold star in a wreath; rank names in the unit info (EN/DE) - Equipment grows with the level: shoulder pieces (bronze/silver/gold), helmets with horns (creatures) or plumes (heroes), capes from Lv 7, glowing ring from Lv 9, aura at Lv 10 - Fix: before the first mouse move the pointer counts as (0, 0) and the edge scrolling moved the camera at the start and after loading a savegame Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -322,7 +322,9 @@ async fn main() {
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app.game.hints = app.settings.hints;
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let mut inp = Input { ldown: None, rdown: None, rlast: (0.0, 0.0), rdrag: false, mlast: None, minimap_drag: false, tlast: None, touch_world: false, inspect: None };
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let mut touch = TouchInput::new();
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let mut auto_touch = platform::coarse_pointer(); // automatic mode: touch interface after a touch, desktop after a mouse click
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let mut auto_touch = platform::coarse_pointer();
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// until the mouse has really moved its position is (0, 0): no edge scrolling before that
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let mut mouse_moved = false; // automatic mode: touch interface after a touch, desktop after a mouse click
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let mut autosave_t = 0.0f32;
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let mut cache_t = 0.0f32;
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@@ -504,7 +506,10 @@ async fn main() {
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move_cam(pan, 0.0, cam);
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}
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let edge = 6.0;
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if keys.edge_scroll && !touch_mode && mx >= 0.0 && my >= 0.0 && mx < screen_width() && my < screen_height() {
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if !mouse_moved && mouse_delta_position() != Vec2::ZERO {
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mouse_moved = true;
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}
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if keys.edge_scroll && mouse_moved && !touch_mode && mx >= 0.0 && my >= 0.0 && mx < screen_width() && my < screen_height() {
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if mx < edge {
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move_cam(-pan, 0.0, cam);
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} else if mx > screen_width() - edge {
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