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# Description
I promised I would return to this code when I had gotten down the basics
of Calculus, and so I have. This PR reworks Space Wind to be even more
efficient, while also making it run significantly smoother. Previously,
my last optimization to this system involved replacing the need to take
the square root of a large float a few thousand times per tick by adding
an early exit, cleverly rearranging the math so that it multiplies a few
times instead of square rooting, and changing it to use the throwing
system.
That is no longer necessary, it now operates on the Derivative of said
function with respect to time. It's no longer necessary to square
anything. This new space wind is significantly smoother than before.
<details><summary><h1>Media</h1></summary>
<p>
Final refinements of V3 courtesy of review by Mu Alpha Theta.
https://github.com/user-attachments/assets/a48d43ae-7b79-4d83-81d5-028dd4e8c6c3
</p>
</details>
# Changelog
:cl:
- add: Added Space Wind Version 3. Smoother motion, better performance.
- add: Monstermos rip tiles has returned as a default CVar.
- tweak: Floor Tiles once again are embeddable projectiles.
/// Calculated as 1/Mass, where Mass is the physics.Mass of the desired threshold.
@@ -1433,14 +1436,7 @@ public static readonly CVarDef<bool>
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/// This should be set by default to the cube of the game's lowest mass tile as defined in their prototypes, but can be increased for server performance reasons
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