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Refactor effect utilities part 2

Open Hdt80bro opened this issue 2 years ago • 6 comments

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.

Hdt80bro avatar Jun 25 '22 02:06 Hdt80bro

Due to merging of #3995 there are a lot of conflicts - can you solve those @Hdt80bro ?

Garanas avatar Jul 03 '22 17:07 Garanas

I knew it'd happen, the way I was mixing changes to files between PR's... it should be all good now.

Hdt80bro avatar Jul 04 '22 17:07 Hdt80bro

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.

Hdt80bro avatar Jul 04 '22 20:07 Hdt80bro

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 avatar Aug 03 '22 05:08 Garanas

@Garanas how'd it go?

Hdt80bro avatar Aug 17 '22 08:08 Hdt80bro

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

Garanas avatar Aug 17 '22 09:08 Garanas