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This feels like a kind of odd way to be handling falloff curves, should it not be decaying toward some minimums? Only supporting lerp as your falloff is fine for this imo, i looked to see if RT had any generic falloff curve helpers and if it did I'd say use those instead.
The reason I ask what it should be decaying toward is atm this gives them a sharp cutoff between "multiplicatively less effect" and "no effect".
Also not sure lerping all the properties actually makes any sense. while the strength of an event falls off with distance, the duration (which afaict is controlled by decay) does not.
Also also not sure lerp is even the right thing here but it's Probably Fine given the purely visual nature of this and not needing to adhere to the laws of physics.
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Having been extensively tweaking and playing with screenshake values for the better part of a day and a half, i personally found lerping the duration to "feel" better in terms of gamefeel, even if it doesn't neccesarily make sense. Regarding sharp cutoffs, Explosions' auditory falloff functions similarly, so i felt it best to keep that "logic". Of course, it wouldn't take me any effort to add even more API options for having a full-to-nothing falloff, rather than a full-to-half cutoff'd falloff, if you feel that'd be appropriate? |
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I LOVE OUT-OF-MEMORY BUILDFAILS |
mirrorcult
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dont like the logic duplication between these 3 functions, shouldnt be that hard to abstract i think?
And by it, i mean these screenshakes
About the PR
Adds extra API options to ESScreenshakeSystem for slamming out lerped screenshakes to both PVS and non-PVS filters around designated mapcoordinates yadda yadda yadda
Media
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