ANAND wrote:Great to see v0.6.0 finally released. Great work, keep it up! :)
I see great potential in the new `on_hit` callback, and can be used for some very interesting effects.
I understand bullets were slow because of the fact that collision-checking used to happen only once every 0.1s. I haven't seen the code changes in this area yet, but now that shooter uses Raycast, is it possible to make them faster? Or are they already faster and I just haven't noticed it yet? ;)
Thanks, I am really not sure about the speed issue, using raycast may improve matters in multiplayer a little but fundamentally it works almost exactly the same as before except previously it compared the dot-products of each player/entity position. It was the caching of those positions that made it a lot less accurate, however, it has always been pretty fast.
As I mentioned a few posts up, you can speed things up generally by reducing the `shooter_rounds_update_time` You can double the speed of all guns by setting this to 0.2 instead of the default 0.4, so long as this is not less than the dedicated server step it should be fine. Alternatively, you can increase the 'step' of the individual weapons to cover more distance in the same amount of time.
To be honest I am really no expert on firearms, the default speed seems okay for me but I welcome any contributions to the project if you think you can improve the realism.
PS: I fixed a crash caused by Rubenwardy's commit =D My own fault for not reviewing thoroughly enough or testing, fortunately it was after the release tag anyway.