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This repository has been archived by the owner on Jan 5, 2024. It is now read-only.
Currently wounds just stack up forever, which for doors or other tough objects gets very laggy and ugly-looking.
Current attached Wounds should be limited to a certain number per object, like 20. Active Wounds, that is, emitting AEmitters, should be exempt from removal until they stop emitting.
New property: CurrentWoundCount (or RealWoundCount, etc), which returns only the actual real number of attached Wounds. WoundCount remains an all-purpose "total wounds suffered" count.
Functions that remove wounds should remove first the visual ones, then simply decrement the WoundCount.
This will likely need a little refactoring because WoundCount is probably currently coupled to the number of real attached Wounds. It'll need to be made more abstract.
The text was updated successfully, but these errors were encountered:
Currently wounds just stack up forever, which for doors or other tough objects gets very laggy and ugly-looking.
Current attached Wounds should be limited to a certain number per object, like 20. Active Wounds, that is, emitting AEmitters, should be exempt from removal until they stop emitting.
New property: CurrentWoundCount (or RealWoundCount, etc), which returns only the actual real number of attached Wounds. WoundCount remains an all-purpose "total wounds suffered" count.
Functions that remove wounds should remove first the visual ones, then simply decrement the WoundCount.
This will likely need a little refactoring because WoundCount is probably currently coupled to the number of real attached Wounds. It'll need to be made more abstract.
The text was updated successfully, but these errors were encountered: