Eventually we'll come up with a better solution. The rate they decay at is half the speed of decay when outdoors. This should prevent people from stealing your fuel when you're just trying to pick them up.ĭue to the amount of hoarding going on we've had to change how minicopter decay works. The fuel storage can only be accessed by the pilot with alt-look or when the engine is off and the pilot has dismounted. We've also removed the hit marker sound so that it is much more obvious when you're hitting the passengers. This means no more random forcefield like effects around the tail and engine. I've edited the collision model of the minicopter and brought it in line with its visual representation. I did disable collision on them so perhaps we'll see some more framerate improvements during gunfights from that. This is not exactly new, it was just blurred so much you couldn't see them. Oh and you should now also see visible casings being ejected both from your local weapon and from other players. You'll also notice the visuals themselves are much improved. In general you should notice better performance during gunfights, especially around monuments as they no longer have to re-render half the monument 6 times per muzzle flash, per frame. Also, a bug was fixed which caused them to count as an active light for the duration of the effect (including the sound) Their starting size is now randomized and their lifetime is much shorter. I've reduced their shadow radius from 10 units (20m across!) to 4. What most of you will care about is that there should be a much smaller performance impact from firing of weapons. I've made some pretty big improvements to muzzle flashes.
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