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Refactor effect utilities part 2
Cleaned up the functions and deprecated all of the optimized functions.
~~Some of the function parameters' names got changed, but I foolishly put the annotations on part 1's PR... will change the annotation parameters to match after both PR's merge.~~ Ah, there we go
I have not applied Chebyshev recursion in SpawnBuildBots
yet, but I did replace one of the trig functions with a cheaper math.sqrt
.
The only logical difference that should change anything is that the Aeon teleport-out effects are now offset vertically like everyone else, while they weren't before. It might have been a bug. Looking at it, I actually can't tell the difference in-game.
Due to merging of #3995 there are a lot of conflicts - can you solve those @Hdt80bro ?
I knew it'd happen, the way I was mixing changes to files between PR's... it should be all good now.
So was the Aeon portion of PlayTeleportOutEffects
(at https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/EffectUtilities.lua#L1210) supposed to always be offset like the rest of the factions? I can't visually tell a difference from applying OffsetEmitter(0, Yoffset, 0)
and not.
I'm going to run a few games with this, see how it ends up. I'll try and merge it later this week
@Garanas how'd it go?
Good question, I can't recall. Not sure if I end up doing that in the end. Given the amount of changes for the next release (which is on Sunday) I'll merge this in once the release is considered stable