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There are unused particles, water_playerwake_moving and water_playerwake_static that go unused and were intended for when players are in water, but touching the surface. The particles are controlled by control point 1 which is supposed to be level with the water's surface, but adjust properly according to the player's Z axis. The particles hover 1-2 HUs above the surface and is cheap to render with both of them maxing out at around 15-20 particles. Moving is of course supposed to be used when the player is moving through the water with static being when the player is still. This should probably be toggled for cloaked spies unless it wants to be used as another means of detection.
The text was updated successfully, but these errors were encountered:
There are unused particles, water_playerwake_moving and water_playerwake_static that go unused and were intended for when players are in water, but touching the surface. The particles are controlled by control point 1 which is supposed to be level with the water's surface, but adjust properly according to the player's Z axis. The particles hover 1-2 HUs above the surface and is cheap to render with both of them maxing out at around 15-20 particles. Moving is of course supposed to be used when the player is moving through the water with static being when the player is still. This should probably be toggled for cloaked spies unless it wants to be used as another means of detection.
The text was updated successfully, but these errors were encountered: