stdout_output_level 1
to print all dbg_msg()
calls to the console if(POLICY CMP0148) cmake_policy(SET CMP0148 OLD) endif()
maybe not 1.0f
then particle's velocity should never decrease, which should be noticeable. You should only need to rebuild one file and the executable instead of rebuilding everything though, if you only changed a value in effects.cpp
.1.0f
then particle's velocity should never decrease, which should be noticeable. You should only need to rebuild one file and the executable instead of rebuilding everything though, if you only changed a value in effects.cpp
. 1.0f
but didnt notice anything (edited)make
should only rebuild the changed filesmake
should only rebuild the changed files cmake --build . -j
cmake --build . -j
-j8
(with the number of CPU cores to use) is preferred over -j
, which spawns as many processes as it can. But this should only build the files you modified. Maybe you also changed another file though. (edited)./DDNet.exe
and ./steam_api.dll
get build in /build/Debug
while everything else is in /build
pack_DDNet-18.3-win64_zip
folderpack_DDNet-18.3-win64_zip
folder DEV=ON
in the cmake configuration. It will generate more files each time with DEV=OFF
but at least you get a build folder that's immediately usablep.m_Vel = random_direction() * (std::pow(random_float(), 3) * 600.0f);
inside BulletTrail() and you'll see that if you change friction then the behavior changesBulletTrail()
doesnt even set the frequency?p.m_Friction = 0.7f;
for BulletTrail
is misleading, since it has no effectfriction
on different particlesCEffects::OnRender
functioneffects.cpp
, there you have the member variables m_Add5hz
, m_Add50hz
and m_Add100hz
OnRender()
gets called for every component "active" on every tick?true
with a different frequencyBulletTrail()
to spawn particles more frequently, though that change is not visible in replayscl_video_recorder_fps
(default 60 FPS)cl_video_recorder_fps
(default 60 FPS) video.cpp/h
if you mean thatCItems::ReconstructSmokeTrail
in items.cpp
which seems to reconstruct a matching smoke trail for predicted projectiles I guessCGameClient::OnNewSnapshot()
being "triggered"? For example: Damage Indicator for rocket
only "triggers" the method once, while Damage Indicator for gun
"triggers" it 10 times (where can I influence that?)CGameClient::OnNewSnapshot
is called in client.cpp
whenever a new snapshot has been received, you can't really influence that. What problem are you trying to solve?CGameClient::OnNewSnapshot
is called in client.cpp
whenever a new snapshot has been received, you can't really influence that. What problem are you trying to solve? if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
passes 10 times, else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
only onceprojectile.cpp
there's a call to CreateDamageInd
with argument 10