general improvement to code and debris velocity
REEEEMaybe set it to appear after an explosion?
aren't headcrab cannisters physics impacts, or have i heard wrongit doesn't work like that, it's for physics impacts.
no physics are involved in headcrab canister impacts.aren't headcrab cannisters physics impacts, or have i heard wrong
well, sort of lands where you want itno physics are involved in headcrab canister impacts.
the canister actually has no velocity, its position is simply interpolated along an arc, hence why it travels through buildings and lands precisely where you want it.
well, sort of lands where you want it
if spawned in midair or to land on a prop other than a prop_static it'll continue its path until it finds the first valid world surface, hence why you can't shell the ship unless using the map-built button where i set the "impact where placed" spawnflag
valve wtf are you doingbecause for some wonderful reason the bitflag "MASK_SOLID" does not apply to props.... smh valve
it constantly moves along this arc and traces forward to find somewhere to land. this trace filters out things that aren't considered "solid"
i think that one actually makes sense, they wanted physics objects hit by it to go fucking bonkers when you fired it at them"hello, valve?"
"yes?"
"why does everything in your game have such dumb weight values?"
"what do you mean?"
Will it fix the 100 item limit?
this limit is fucking me over mana blurry UI panel isn't going to fix data capacity.....