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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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Attachables: Radius Effect by Bit-Crust · Pull Request #156 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Attachables: Radius Effect by Bit-Crust · Pull Request #156 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Attachables: Radius Effect by Bit-Crust · Pull Request #156 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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@Bit-CrustBit-Crust commented Nov 18, 2024

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Decorative, illustrative, or physically minute attachments, such as hair, wounds, or flashes, can currently affect parent radius (in absence of hardcoded special cases), which is taken to be both visual and physical, so that an actor will crouch unnecessarily if something were to drag behind it or far away, or if a flash were to be emitted from something other than the barrel of a HDFirearm.

  • This can be partially solved by allowing an attachable to opt out, using m_AffectsRadius, which is included.
  • The diameter is also needed to determine which intermediate bitmap to use while settling the MOSR, however, so there has to be a metric of the largest bounding diameter, maybe m_BoundingDiameter.
  • This also means there are two different radii to update with MOSRotating::HandlePotentialRadiusAffectingAttachable, so the function will have to be modified to update both accurately without wasting computation.
  • Considering a property for if a non-radius affecting attachable's own attachables should be able to affect the radius of it's parent. I don't remember why I was considering this.
  • With this change, flashes and wounds and such could be changed to just include AffectsRadius = 0.
  • With all flashes and wounds marked as such whereever, a couple C++ checks are genericized and can be dropped.

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