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Visual changes #380
Visual changes #380
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I decided to change the concept of that request a bit, and I added a lot of commands for toggling each visual element (e.g. that can be disabled: world, particles, skybox, water, brush-model entities, studio-model entities, sprite-model entities, players and their corpses) All of that changes makes sense, for example it can give a huge increase of FPS if you at least disable draw of studio entities or water Or disabling some of that visual stuff can just give good visibility, which makes it easier to segmenting/routing/TASing runs Using Using The only reason for adding changes related to draw/hide players and their corpses is because it can be used to render demos in multiplayer modifications with closed source code Don't mind that there checks of ent->player for hiding player models if |
Got added draw of |
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Thanks |
Closes #292
I know that I removed the alpha pulse mode for legacy triggers, but I don't want to think about a workaround to make it work correctly in
HUD_AddEntity
That changes is a worth, because for example I can make a segment with that commands (TriAPI triggers have a code to pulsing them)
And then I draw legacy triggers in demo with changing of
bxt_show_triggers_legacy_alpha
command, quite simple.