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Fix laser beam visuals in space #28797
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oh cool, I guess I can add HYPER CHARGED LIGHTNING back to the Tesla then |
Thanks for the investigation and fix. In the future, please do not put "code cleanup" like variable renames in the same diff as this makes it harder and take longer to review. Would you mind reversing the variable renames? Otherwise, I can do that for you. |
oh yeah sure thing |
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Won't this break if the shuttle is moving at all if we're relying on mapcoordinates when networked.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
yeah so im not sure who made the code for replicating visuals but it could use some love. anyways fixed it while retaining netcoords, ready for review again |
i think the checks have to be rerun since i put in the silly "requires" line in too late |
I tried rerunning them, but it seems like it did not register the engine requirement. Could you push an empty commit? |
About the PR
fixed the visual effects for hitscan weaponry when fired between grids or in space (resolves #23699)
Why / Balance
bugfix
Technical details
add an extra field to
HitscanEvent
to keep track of the grid that the shot was fired from, attach all effect segments to that grid. because post-spawn grid traversal, requires an engine change to allow traversal to be bypassed and keep the effects attached to the source grid.Requires space-wizards/RobustToolbox#5365
Media
previous behavior
laser-bugged.mp4
new behavior
laser-fixed.mp4
[X] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase
Breaking changes
Changelog
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