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feat: the loadout's panels and the power ball draw a mod's larger picture at its size - #1332
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…ture at its size OpenReliant draws fpanels.tga and powerball.tga pixel by pixel, so a mod's PNG for either was skipped unless it was 256x256. Now either can be a whole multiple of that size. The ball's tables and the panels' textures are worked out at the multiple, and the panels' text is drawn from the outline fonts at the panels' size, with Newtown now standing in for handels.fnt too. At 256x256 both are drawn as the game draws them. Closes #509
vdmkenny
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Oct 24, 2026
This is a quality, deduplication and CONTRIBUTING pass over everything merged since 0.20 (#1320 to #1332). **Shared code** - One reader for whole numbers in the mods' manifests: `Crew`, `Tier`, and a game variable's `Start` and `Attempt`. Its log message names the key and the range it takes, for example "gives Tier the value '5', which isn't a whole number from 0 to 3". - `GameType.playerFlies` says whether the player can fly a ship. `main.playerShip` and the manifests' check both use it, where they used to compare against two different constants. - `layout.isPlaceholder` and `layout.tagName` are now the one home of the rule that a name starting with an underscore is a placeholder. The mission source vocabulary, its reference and definitions writers, the game variables' and ship types' script names, and the scripts' values each spelled it out before. - `gameflow.setFromRecords` sets the game's variables for both a new campaign and each attempt. **Tidying** - A family's two base lookups are one optional field, `Spec.bases`, since a family has both or neither. - The pause menu's frame, the restart screen's dimmed canvas and its shapes are each worked out once per draw. - Comments added since 0.20 are rewrapped to 100 columns, and a few sentences in the code and the guides are plainer. A list in the scripting guide no longer splits in two. The generated references don't change. All tests pass locally.
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A mod's
fpanels.pngandpowerball.pngcan now be a whole multiple of the original 256x256, up to 8192 pixels. Before this, either was skipped unless it was 256x256.handels.fnttoo. Under--bitmap-fonts, the bitmap glyphs are magnified instead.space.tgaandstarref12.tgaare read as data and still need their original size.Checked headless at 1920x1080 with the game's own pictures upscaled 4 times: the panels keep the original's layout and the ball its place, both sharper.
Closes #509