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Add modal to teach player about presets#5903

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Malkierian merged 4 commits intoHarbourMasters:developfrom
aMannus:preset-modal
Jan 4, 2026
Merged

Add modal to teach player about presets#5903
Malkierian merged 4 commits intoHarbourMasters:developfrom
aMannus:preset-modal

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@aMannus
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@aMannus aMannus commented Oct 30, 2025

This pops up a modal when the player creates a randomizer save file for the very first time. I've ran into issues watching other people play that just aren't aware presets are a thing at all, and often come from other randomizers that have a ton of settings enabled by default.

This (hopefully) closes that gap a little, by teaching players those presets exist and give them a direct way to open them.

This also renames the existing built-in presets to hopefully be a lot clearer, and changes the styling of the presets window slightly to accomodate for those longer names. Namely reducing the font size by one stage and making the name column wider.

Looks like this: https://cdn.discordapp.com/attachments/937200974152499210/1433411453880238160/2025-10-30_12-03-24.mp4?ex=690497f2&is=69034672&hm=21b4b1b5bd69edebfb8c2cbecfcf20cc94e14cd62646bc73f19798be748f5749&

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@Malkierian
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LOL, Main Randomizer apparently had a change in one of the others I recently merged, now there's a conflict.

@garrettjoecox
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Can we make sure that applying a preset doesn’t unset the CVAR that stores whether this has been seen or not lol

@Malkierian
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Make it a CVAR_GENERAL and it won't be affected by presets.

@aMannus
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aMannus commented Dec 14, 2025

Does that mean menu cvars can also be affected by presets right now? Either way, changed it just to make sure it isn't a problem.

Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
@Malkierian
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Yes, menu CVars are subject to presets, and that was intentional.

@Malkierian Malkierian merged commit 0e7212d into HarbourMasters:develop Jan 4, 2026
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@aMannus aMannus deleted the preset-modal branch January 10, 2026 19:49
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5 participants