[OriginShift] Note on World Constraints

This commit is contained in:
NotAKidoS 2024-06-18 15:39:12 -05:00
parent 597183a1fe
commit ab8ccbb67f
2 changed files with 2 additions and 0 deletions

View file

@ -93,6 +93,7 @@ internal static class RCC_SkidmarksManagerPatches
[HarmonyPatch(typeof(RCC_SkidmarksManager), nameof(RCC_SkidmarksManager.Start))] [HarmonyPatch(typeof(RCC_SkidmarksManager), nameof(RCC_SkidmarksManager.Start))]
private static void Postfix_RCC_SkidMarkManager_Start(ref RCC_SkidmarksManager __instance) private static void Postfix_RCC_SkidMarkManager_Start(ref RCC_SkidmarksManager __instance)
{ {
// todo: blacklist from OriginShiftController so there isn't 2x shift in some cases
__instance.gameObject.AddComponentIfMissing<OriginShiftTransformReceiver>(); __instance.gameObject.AddComponentIfMissing<OriginShiftTransformReceiver>();
} }
} }

View file

@ -11,6 +11,7 @@ Experimental mod that allows world origin to be shifted to prevent floating poin
- Only 10k trail positions can be shifted per Trail Renderer (artificial limit). - Only 10k trail positions can be shifted per Trail Renderer (artificial limit).
- Only 10k particle positions can be shifted per Particle System (artificial limit). - Only 10k particle positions can be shifted per Particle System (artificial limit).
- Potentially can fix by changing Particle System to Custom Simulation Space ? (untested) - Potentially can fix by changing Particle System to Custom Simulation Space ? (untested)
- World Constraints are not shifted.
## Known Issues ## Known Issues
- Player position on a Movement Parent may slightly drift when passing a chunk boundary if being moved by a Force Applicator (unsure how to fix). - Player position on a Movement Parent may slightly drift when passing a chunk boundary if being moved by a Force Applicator (unsure how to fix).