Moony

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So, design level question: Does this really need to be tile-bound instead of using 4-5 "flame" entities?

Honestly, look at how guns and gun spread works. Simple plumes of fire being shot out would work perfectly.

Above refactor is merged but has limited functionality until this is fixed (relies on gameticker to give it a map it can spawn things into, which doesn't work during pre-round).

Definitely an engine problem, all that it does is set some particular map load settings, i.e. offset.

![image](https://user-images.githubusercontent.com/7806367/184266437-19ca31d3-978a-40eb-a7a4-923c787fd550.png) Not porting these upstream until this issue is fixed, due to them being mildly bad code.

Does this work when multiple stations are loaded.

Just looked, MacOS is hardcapped at 256.

so if this is made a CVar we should introduce some way to report back if it was actually set to that value or if it has hit some kind...

> > Filters. Specifically I want to be able to apply drop shadows to everything except the floor to recreate TG's fake ambient occlusion > > To be more clear...

all bugs fixed? merg when