Petr Ohlídal
Petr Ohlídal
Closing in favor of #3170
I analyzed how the smoothing works and added a slider for it. I didn't add smoothing anywhere, but all existing smoothed values were unified around this slider. Default value is...
@paroj Can you advise please? Intuitively I'd expect some option to override the near/far clipping per render queue or maybe even per entity.
@Night-Fury-SGN Sorry for the response lag, been busy IRL. Please test the "broken" scenario again with the itch devbuild (or latest master) and post RoR.log of that - the log...
I fixed the asserts on backspacing the Liebherr crane, and added many more asserts in the process, because those that triggered were _completely_ legit, `SyncReset()` was actually forcing hooks/ropes/ties to...
 I pressed L to attach the hook, then tried to delete via top menu. EDIT: turned out to be faulty assert. EDIT2: fixed the actual problem.
@CuriousMike56 Ready for another test. Turns out there was another bug in forced unlinking of inter-actor beams (both when deleting actor and hard-resetting) which left the actor data in inconsistent...
@CuriousMike56 Mystery solved: why did this only manifest when using ties (your scenario) and not hook (my initial scenario)? The reason is - by accident, the movement sync between the...
@CuriousMike56 I apologize for all the trouble - it's all because I tried to automagically sync all state toggles in one place. I'm rebooting this PR by reverting the offending...
@CuriousMike56 I've refurbrished the prior commits without all the parts that touch LiveRepair (aka interactive reset). I tested all these cases: * Switching from a physics-paused actor to another one...