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helixhorned 19b85dc5ee Make vis decay with time independent of FPS, treat p->visibility<0 like 0.
Now, if p->visibility differs from the constant visibility, the former converges
toward the latter by three-quartering the difference each second totalclock
increment (1/60th second).
Negative player visibilities are not handled consistently throughout the
different renderers, so make it look the same as 0 (can view to infinity).

git-svn-id: https://svn.eduke32.com/eduke32@3960 1a8010ca-5511-0410-912e-c29ae57300e0
2013-07-18 18:08:11 +00:00
polymer Make vis decay with time independent of FPS, treat p->visibility<0 like 0. 2013-07-18 18:08:11 +00:00
.gitignore Remove polymer-perf related lines from .gitignore 2012-10-05 22:37:26 +00:00