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# About the pull request Changes the `projectile`'s visual position to `animate()` across its projected path, providing smoother visuals, especially at higher client framerates. ![Bresenham](https://github.com/cmss13-devs/cmss13/assets/14267245/b2cb17d9-3a57-49f3-9faa-39c9b64957fe) Black squares: tiles actually traversed by the projectile object Red line: visual path taken by the projectile Purple marks: equidistant marks corresponding to number of traversed tiles (black squares) Blue marks: closest points to center of traversed tiles (black squares) The projectile's physical path (black squares) is unchanged. The system calculates how far along the physical path the projectile has travelled, draws a line from the start point to the end point (red line), then interpolates where along that line corresponds to that distance travelled (purple marks). This is slightly less accurate to the projectile's physical position than the closest point of the line (blue marks), but this slight potential offset is preferred for its smoother visuals. This does not touch any code that actually effects the bullet's trajectory, this is purely cosmetic. Tested: - [x] handheld guns - [x] scatter - [x] in-turf targeting (as visually consistent as the current implementation, at least) - [x] rockets - [x] plasma caster - [x] xeno spit <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Smoother apparent movement for projectiles gives a more appealing look. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://streamable.com/h6esir </details> # Changelog :cl: code: projectiles smoothly animate their movement /:cl:
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