


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 files

make 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 folder


pack_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 usable










p.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 changes
BulletTrail() doesnt even set the frequency?

p.m_Friction = 0.7f; for BulletTrail is misleading, since it has no effect

friction on different particles






CEffects::OnRender function
effects.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 frequency






































BulletTrail() to spawn particles more frequently, though that change is not visible in replays






cl_video_recorder_fps (default 60 FPS)


cl_video_recorder_fps (default 60 FPS) 

video.cpp/h if you mean that

CItems::ReconstructSmokeTrail in items.cpp which seems to reconstruct a matching smoke trail for predicted projectiles I guess



CGameClient::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 once


projectile.cpp there's a call to CreateDamageInd with argument 10









