Skip to content

Fixed voxel projectile and animation lighting issues#2228

Open
TaranDahl wants to merge 3 commits into
Phobos-developers:developfrom
TaranDahl:NonTechnoVoxelTintFix
Open

Fixed voxel projectile and animation lighting issues#2228
TaranDahl wants to merge 3 commits into
Phobos-developers:developfrom
TaranDahl:NonTechnoVoxelTintFix

Conversation

@TaranDahl
Copy link
Copy Markdown
Contributor

In vanilla, they are darker than voxel technos.

@TaranDahl TaranDahl added ❓Vanilla bug Vanilla game bugs that are requested to be fixed Needs testing ⚙️T1 T1 maintainer review is sufficient Bugfix This is a bugfix that does not need documentation beyond mention in changelog labels May 26, 2026
@github-actions
Copy link
Copy Markdown

github-actions Bot commented May 26, 2026

Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

Copy link
Copy Markdown
Contributor

@NetsuNegi NetsuNegi left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks good

@Metadorius
Copy link
Copy Markdown
Member

can we get a visual?

@TaranDahl
Copy link
Copy Markdown
Contributor Author

Vanilla:
VoxelProjFix-Vanilla
Fixed:
VoxelProjFix-Fixed

@TaranDahl TaranDahl added Tested Will be merged in 24h This PR will be merged in 24 hours if no one has further instructions. and removed Needs testing labels May 27, 2026
@DeathFishAtEase
Copy link
Copy Markdown
Collaborator

Is the performance impact caused by this fix such that it necessitates adding a switch?

@TaranDahl
Copy link
Copy Markdown
Contributor Author

Is the performance impact caused by this fix such that it necessitates adding a switch?

I suppose bullets and voxelanims(debris) stay for a very short time on the map, thus they make a minor impact on performance?

@DeathFishAtEase
Copy link
Copy Markdown
Collaborator

I think your point is very reasonable, but I was considering some special scenarios at that time - our users often prefer to use AirburstSpread to create a large number of projectiles at once. In retrospect, I was overthinking it.
In the scenario where I used [ZEP] from vanilla YR as the image combined with AirburstSpread=10 , ROF=20 , I compared compiled-dll-4c1b896a93a469b2616d18e29e89cb122812780d.zip with compiled-dll-5518bd557c2c223af152a0e3ba0a9dafcbe9b1d4.zip , and the stable FPS value only dropped from 18 to 14. So I agree that there might not be a need to worry too much about performance issues.
Although this change causes my maximum FPS to drop by a few hundred, which is somewhat annoying :/

@TaranDahl
Copy link
Copy Markdown
Contributor Author

Although this change causes my maximum FPS to drop by a few hundred, which is somewhat annoying :/

Very strange. This should have no impact when there are no proj or debris on the map.

@DeathFishAtEase
Copy link
Copy Markdown
Collaborator

I just spent some time making it as precise as possible, running several comparisons between the PR-built Nightly and f8c8cc4 on the vanilla YR map "The Alamo (2)". After extending the sample to a million frames, the avg difference was only in the double digits, and in one case the avg of the PR scenario was even higher.

This should have no impact when there are no proj or debris on the map.

I think it might just be that my maximum FPS baseline is relatively large and there were some small disturbances at the time, so we can temporarily ignore it.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Bugfix This is a bugfix that does not need documentation beyond mention in changelog ⚙️T1 T1 maintainer review is sufficient Tested ❓Vanilla bug Vanilla game bugs that are requested to be fixed Will be merged in 24h This PR will be merged in 24 hours if no one has further instructions.

Projects

None yet

Development

Successfully merging this pull request may close these issues.

4 participants