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-Cut xrD3D9-Null -Move SS shader cache to the separate folder -Some optimizations -Export Visual Memory Menager to lua
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-- Visual Memory Manager exports | ||
-- by Alundaio | ||
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-- called from engine | ||
-- This occurs during the visible check. If value >= visiblity_threshold then object is considered visible | ||
-- warning npc and who can be nil sometimes | ||
function get_visible_value(npc, who, time_delta, time_quant, luminocity, velocity_factor, velocity, distance, object_distance, always_visible_distance) | ||
distance = distance <= 0 and 0.00001 or distance | ||
luminocity = luminocity <= 0 and 0.0001 or luminocity | ||
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-- if (level_weathers.bLevelUnderground) then | ||
-- luminocity = luminocity + 0.35 | ||
-- end | ||
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return time_delta / time_quant * luminocity * (1 + velocity_factor * velocity) * (distance - object_distance) / distance | ||
end |
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