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First Person Muzzle Flash & No Tracers #559

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AdamTadeusz
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Description

Toolchain

  • Windows MSVC VS2022

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@AdamTadeusz AdamTadeusz marked this pull request as draft August 26, 2024 11:35
@AdamTadeusz
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Still needs to be cleaned up, and need to remove as much stuff out of base game classes as feasible

@AdamTadeusz
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I'm gonna keep the changes to baseplayer_shared I think, it's the first place where the function Weapon_Switch is shared between server and client, allowing us to change the muzzle flash from either of those places without writing two separate functions

@AdamTadeusz AdamTadeusz marked this pull request as ready for review August 27, 2024 09:24
@AdamTadeusz AdamTadeusz requested a review from a team August 27, 2024 09:24
@Masterkatze
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Shooting and seeing the muzzle flash results in a low FPS (~144 -> ~40), tested while standing and looking in a map corner.

VGA compatible controller: Intel Corporation CoffeeLake-S GT2 [UHD Graphics 630] (rev 02) (i9-9900k).

@AdamTadeusz
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Shooting and seeing the muzzle flash results in a low FPS (~144 -> ~40), tested while standing and looking in a map corner.

VGA compatible controller: Intel Corporation CoffeeLake-S GT2 [UHD Graphics 630] (rev 02) (i9-9900k).

looking back at the muzzle flash stuff im probably networking far too many variables, I wonder if the environment light created could also be contributing to the lower fps.

@AdamTadeusz
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Thanks to the addition of the Tposing fix on master, I think we can remove networking almost entirely from this class now, since there is no instance where a local player switches to a specific weapon without the client knowing about it

Rainyan

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@AdamTadeusz AdamTadeusz merged commit 3121dde into NeotokyoRebuild:master Sep 18, 2024
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@AdamTadeusz AdamTadeusz deleted the 026_firstPersonMuzzleFlashesViewModelMuzzleFlash branch September 18, 2024 07:32
@nullsystem nullsystem added this to the v8.1-prealpha milestone Sep 19, 2024
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First Person Muzzle Flash Firing guns should not draw tracers from the players own viewmodel
5 participants