Lighting optimization (caching shadow vertices & only checking hulls in range if the position or range of the light changes), ragdoll optimization, itemcomponent optimization, dragging stunned/dead characters
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@@ -54,7 +54,7 @@ namespace Subsurface
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//if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f) selectedCharacter = null;
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}
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if (character.ClosestCharacter != null && character.ClosestCharacter.IsDead)
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if (character.ClosestCharacter != null && (character.ClosestCharacter.IsDead || character.ClosestCharacter.Stun > 0.0f))
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{
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Vector2 startPos = character.Position + (character.ClosestCharacter.Position - character.Position) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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