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* Double bullet speeds The only reason we had it at 20m/s was tunneling reasons. The quick maths is (BodyA size + BodyB size) / frametime. Currently the game is doing substepping AFAIK so we can use 0.016 as the frametime therefore with a 0.40 width body we can get up to 40.625 (assuming the target is no narrower than 0.25 which given my thindows change last year should be a decently safe assumption). * Fix * Fix impact visuals, as they overshoot otherwise * Revert changes --------- Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> |
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| .. | ||
| Audio | ||
| Changelog | ||
| ConfigPresets | ||
| Credits | ||
| Fonts | ||
| IgnoredPrototypes | ||
| Locale | ||
| Maps | ||
| Prototypes | ||
| ServerInfo | ||
| Textures | ||
| clientCommandPerms.yml | ||
| engineCommandPerms.yml | ||
| keybinds.yml | ||
| manifest.yml | ||
| map_attributions.txt | ||
| mapping_actions.yml | ||
| migration.yml | ||
| shuttle_attributions.txt | ||
| toolshedEngineCommandPerms.yml | ||