reaperrr
reaperrr
This PR adds some world tick / RunTime tracking to the game loop (that could be used for interpolating visual actor positions as well) and adds interpolaton to (sprite) projectiles.
This was mostly inspired by the smoke left by the exploding oil derrick on RA shellmap looking too orderly and disappearing too fast, as well as flamethrowers spawning no flames...
Supersedes #18109. Rebased and applied the following fixes/adjustments: - renamed `PercentagePayload` to `ValuePercentagePayload` - adjusted descriptions to make clear the above and `Payload` are additive - added update rule (tested)...
Fixes #18444. Fixes another regression that would make actors with `TakeOffOnCreation: false` not take off when another produced actor tries to exit.
One of the issues that sank my efforts of making a singleplayer-focused commercial game based on this engine ~2-3 years ago was that when I tried to disable any calls...
For RPG-like level systems, support for increasing max HP is pretty much a must-have. I need this downstream and would like to avoid shipping a custom Mods.Common over this, plus...
I noticed arbitrary lag spikes caused by projectiles. On my notebook with i5-4210M (and presumably some throttling even in 'performance' mode) the `Bullet` effect (sometimes Missile, too, but less pronounced)...
TS uses palette.pal for pips, anim.pal for most other animations and unit***.pal for water explosions (and some other animations, I think). While this can in theory be worked around by...
When opening the skirmish lobby (just an example, I bet MP game lobby and others are affected, too) - the debug Tick counter breaks (resets and stays at 0) -...