Basilisk3
Basilisk3
@EvildrewFAF This is my own implementation of this idea. You are obviously free to do whatever you want with it. Since your implementation is more detailed, overriding this would be...
> Also the stat should be added to `blueprints-units.lua`'s post-processing for mod compatibility. Done. Thanks for reviewing.
> Are you referring to this blueprint value: #6279 The UnitWeight stat is now populated via blueprints-units.lua. We could also populate the field in the blueprints themselves to make the...
This should be ready now, thanks for the reviews.
> I'm not sure if this is going in a direction that is helpful to address the root problem. @BlackYps This PR is designed to only give us an additional...
@Garanas Good catch, `local factor = (k / n) * (k / n) * (k / n)` was the first thing I tried when making the PR, but thanks for...
I did some more testing on a variety of maps, and found no glaring issues. If the `skip the automatic computation of LOD` part of the PR isn't liked, I'll...
Yes, I intend to finish it. The ability for props to skip the automatic computation of LOD still seems useful to me, but if it's controversial I can revert it...
I removed the new category. As for the weighted formula, I tried a couple of options, but I think the current one works well enough - at least on the...
My reasoning can be found here: https://github.com/FAForever/fa/pull/6907. The goal is to revert tree group visibility to what it was pre‑patch, while keeping the higher max LOD level the patch introduced....