Conversation
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This should be an option. |
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Three comments: 2 - IMO it should be optional, as @jonpas said 3 - I'd like to see the compared perf of this, e.g. when 20 units are in sight. I took quite a bit of effort optimizing that loop on the last cleanup and it made quite a difference; that code can be called well over 1000 times per second when a lot of units are nearby. |
| private _projDist = _relPos vectorDistance (_vecy vectorMultiply (_relPos vectorDotProduct _vecy)); | ||
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| private _screenPos = worldToScreen (_target modelToWorld (_target selectionPosition "head")); | ||
| if (_screenPos isEqualTo []) then { |
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why continue the render process? this is wased time. if the Nametag is not on screen.
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@esteldunedain - I guess I'm the one who removed the old fading. 😭 I don't think it was intentional because I left the unused Old way did this to do edge fading. Not sure if that's any better than new? |
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Haha, in that case I'd still prefer a setting and make fading default. |
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lgtm |
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👍 Nice job @BaerMitUmlaut |


When merged this pull request will:
PS: This component needs some cleanup.