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<Sarbian>
My guess would be that compile can optimize the for loop a bit better. But before you worry about such things you should not have one allocated byte / frame ;)
<Sarbian>
err, I forgot some words.
* Sarbian
fetch some coffee
<Sarbian>
my guess would be that THE compileR can ...
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<egg>
sarbut sarbian
<Sarbian>
Hoy egg
<egg>
Sarbian: did they tone down on the obfuscation? the, er, I mean, the tea leaves seem more readable today
<Sarbian>
the x64 build is not obfuscated
<egg>
ah neat
<egg>
(arguably API insanity still does that job quite well, but that's a different issue :-p)
* egg
ponders coffee
<egg>
riight, so GetWorldSpaceVel is World *including Krakensbane*
* Sarbian
launch tomatoes at Unity 5.4 for having more bugs than 5.5
<egg>
Sarbian: is the following statement true? "when not in a rotating frame, the krakensbane framevel is minus the world vel of the common main body of all loaded vessels"
<Sarbian>
IDK
<Sarbian>
Only NK could answer that, if he remembers it
<egg>
blarg
<Sarbian>
did you have a look at floatingOrigin ? I think most of the logic is there in 1.2
<egg>
floatingOrigin is afaict for the position, rather than the velocity
<egg>
the velocity being handled by krakensbane
<Sarbian>
yes, but I think he moved a few things in there. It s been a while...
<Thomas>
egg: You just argured with API insanity, so I wouldnt wonder
<Thomas>
*argued
<egg>
Thomas: do you know about the krakensbane?
<Thomas>
Not really
<egg>
Sarbian: iirc I did some fun krakensbane stuff for smokescreen >>_
<Sarbian>
you did
<egg>
also both of my eyes are on the same side of my mouth in that smiley
<egg>
user is a flatfish
<Sarbian>
or have a look at VesselPrecalculate. It may give some info on who things actually work now
<Sarbian>
hum. how who. How do I manage to type the letter in a totally wrong order ??
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<ve2dmn>
xShadowx: because back in the days of CRT, that was the only way. Today? Sure! Why not?
<xShadowx>
i wonder if projector can compete with led/lcd color wise
<egg>
Sarbian: hmm, a part's position (or a part's rb's position) isn't necessarily the same as the position of its centre of mass? so I can't get the part's CoM just from the protovessel's protopartsnapshot?
<Sarbian>
there is a CoMOffset
<egg>
is that equal to the difference?
<Sarbian>
but the rb should be at the CoM
<egg>
oh, it should?
<Sarbian>
well it how the physic is done AFAIK
<egg>
because RigidBodies have a worldCenterOfMass *and* a position
<egg>
but do you use it? or is worldCenterOfMass equal to position?
<Sarbian>
Ok I hecked. part.rb.worldCenterOfMass is the actual position of the object CoM
<Sarbian>
checked
<egg>
(nah the missing c is fine :-p)
<egg>
Sarbian: and is there a way to know the difference between the position and the worldCenterOfMass (well, it's the centerOfMass if I have the rb, but what if I don't)
<Sarbian>
None that I know of
<egg>
AHA this.rb.centerOfMass = Vector3.zero + this.CoMOffset;
<egg>
in PromoteToPhysicalPart()
<egg>
(why the hell is that adding zero?)
<egg>
but that seems to be my answer
<egg>
there doesn't seem to be a CoMOffset in the protopartsnapshot though?
<egg>
and it's assigned only in ModuleProceduralFairing?
<egg>
O_o
<xShadowx>
egg: if this.rb.centerOfMass = this.CoMOffset; it would be placing a ref to this.CoMOffset wouldnt it? so this.rb.centerOfMass = Vector3.zero + this.CoMOffset; is triggering its math code to return a new vector3 object?