-Began a significant investigation as to how multiplayer fire code executes, and how it can be dekinked.
*Double effects spawning for owner's screen have been eliminated
*Other inconsistencies for client vs server effects have also been elminated, using a replication object method.
*Fixed jammed weapons sometimes producing effects for the owner when they shouldn't.
*Fixed mismatched bullethole placements after effects are ran, but currently the owner does not see a bullet hole as a final hurdle.
-Cleaned up craploads of code in the workbench GUI. The tidying up still continues, in fact, due to the thousands of lines of code previously had. This largely includes optimizing the number of lines (up to -35% file size), optimizing iterators, improving structure, and generally just making code easier to work with. While it certainly did the job before, that's hardly a reason to let the prototype code in a stye.
-Lowered the strength of select/down animations on weapon tilt sequences
A slow month with a good couple of bottlenecks. List of things dided: -Began a significant investigation as to how multiplayer fire code executes, and how it can be dekinked. *Double effects spawning for owner's screen have been eliminated *Other inconsistencies for client vs server effects have also been elminated, using a replication object method. *Fixed jammed weapons sometimes producing effects for the owner when they shouldn't. [More in full post]
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