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author | paramat <mat.gregory@virginmedia.com> | 2016-10-05 01:25:02 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-10-21 05:48:53 +0100 |
commit | 0c76303186d968db89d699d9e512aea9904378bc (patch) | |
tree | 79b85d905cb457d87f24761082fa72e3523551e7 /doc | |
parent | 63a3bb229a9ff288ab01e3e80c8477da5e84ee1e (diff) | |
download | minetest-0c76303186d968db89d699d9e512aea9904378bc.tar.gz minetest-0c76303186d968db89d699d9e512aea9904378bc.tar.bz2 minetest-0c76303186d968db89d699d9e512aea9904378bc.zip |
Damage flash: Reduce maximum alpha. Avoid fade overload
Flash alpha maximum is reduced from 180 to 127 to avoid player blindness
in combat. Flash alpha minimum is unchanged.
The 'damage_flash' value is now limited to max alpha, to avoid multiple
hits creating a huge value that causes flash to stay at maximum alpha
for a long period. Now alpha always starts to fade immediately after
taking damage.
Both problems can be seen in Minetest let's play videos.
Simplify and optimise some code.
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