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Fixed LIS checks in fast moving vehicles behaving unexpectedly #195
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… imperfect render time scope method; closes diwako#194
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Just tested it. The flickering in fast moving vehicles is still happening. However it is less as it looks like the detection is more accurate to the visual simulation.
Still there is one change request, detailed above.
Acknowledged -- I was also seeing that flickering but thought it was specific to another change we'd made, it might have to do with the distance check being performed, I'll take a look in the near future and make the requested change. |
…al time scope, moved `_pos` directly into `checkVisibility` statement as it's not needed in the function otherwise
Confirmed that in
For the case of a player looking at a crewmember of their vehicle, So that wasn't the issue. However, the issue is in All of that being said, there are still some issues with how |
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Finally gotten around and tested this. It does work as detailed in the post above. Also did some smallish performance testing and it was negligible as well
Closes #194