Closed RcColes closed 6 years ago
Yeah it seems to attack in the direction the enemy is facing, so because they start facing north it colours north, the moment it turns it lights up correct
@Codrin-Popa The FPS is exactly the same for me. Were you running on your laptop when not plugged to power?
AI should be synced properly now - it was a bug with how their rotation code interacted with the netcode
@AnthonyWharton FPS is 21 with the laptop plugged in
I'm not getting any FPS changes either, could @grant-m-s and @jnterry weight in on their experience?
on linux im still getting 60, ill give it a run in the lab tomorrow morning and give you the important verdict
I'm also still getting 60fps. Attack direction is now correct so I'm happy
Just merging in master now manually to sort conflicts, Can I ask how this is going to affect the HUD/colours for tomorrow?
Should be good to go, but the previous comment/question stands before I make a review.
Currently the only change is to the floor tiles - if you want to adjust this you can pass arguments into the function I mentioned in the description.
Probably easier to just patch this one so that the floor is colored like it used to be - should be easy but I'm not sure how it used to work so @AnthonyWharton or @Codrin-Popa might be able to do it more easily
@RcColes I'll make the changes now.
@AnthonyWharton Floor is now coloured as it used to be
The wait is finally over - we can actually see where we are attacking.
Also, this need a quite large rewrite of the stage rendering code.
SystemStageRenderer.colorStage()
.SystemStageRenderer.AnimateTiles()
171
ofSystemStageRenderer.cpp
SystemStageRenderer.setTileColor()
on it, with anirr::video::SColor
and andglm::ivec2
to specify the color and the position. This has no real performance cost, and subsequent calls will overwrite previous ones.Performance has been increased slightly by tightening the clipping boundary for the world from24, 7, 33
to24, 7, 24
. I have tested this, and it does not appear to ever clip things that should be onscreen, although it is hard to check fully without a large open area on the map.Unintended changes:
TODO / future improvemnts: