RimWorld

RimWorld

True Visual Misses (1.6 r3)
Showing 1-6 of 6 entries
Update: Aug 17 @ 1:22pm

[Auto-generated text]: Update on 8/17/2025 5:22:33 PM.

Still r3 - micro update

  • Friendly Fire Detection adjustments.

Update: Aug 16 @ 10:46am

[Auto-generated text]: Update on 8/16/2025 2:46:09 PM.

r3 - Friendly Fire and VWE compat fixes.

  • Friendly Fire bugs fixed! Hopefully!
  • Shotguns can now have a boosted chance to cause friendly fire.
  • Fixed Game breaking bug involving special projectiles from Vanilla Expanded Framework and related mods!
  • Minor performance improvements.

Update: Aug 13 @ 1:53pm

[Auto-generated text]: Update on 8/13/2025 5:53:19 PM.

Still r2 - micro update

  • Cover/LoS respected during last-moment promotion (no shooting through cover).
  • Minor performance and stability tweaks.

Update: Aug 12 @ 9:57am

[Auto-generated text]: Update on 8/12/2025 1:57:28 PM.

Still r2 - micro update

changed harmony.PatchAll()); to LongEventHandler.ExecuteWhenFinished(() => harmony.PatchAll());

Should fix annoying red letters in the log :)

Update: Aug 11 @ 9:02pm

[Auto-generated text]: Update on 8/12/2025 1:02:16 AM.

r2 — Visual hit registration overhaul

  • Fixed cases where shots that visually land on a pawn counted as ground hits (“feet hits”).
  • Added terminal-cell capture: if the projectile ends inside the target’s tile or visual circle, it’s a hit.
  • Added nearest-pawn fallback at the destination cell/ring to catch last-frame overlaps.
  • Added swept-segment promotion (A→B) that promotes ground/wall impacts to pawn impacts when the path visually intersects.
  • Early-impact filter: prevents projectiles from “popping” early before reaching the pawn.
  • Downed pawns receive a larger visual cushion; movement-based padding scales with sampling mode.
  • Friendly-fire aware: respects FF settings and never self-hits the shooter.
  • Shield-blocked shots bypass our logic (vanilla behavior preserved).
  • Performance: scans are AABB-bounded and check the destination tile first.
  • Debug: optional logs gated behind the mod’s debug setting; small miss fleck on redirected visual misses.

Details
Hit resolution
  • End-of-tick terminal capture (tile equality + endpoint circle check).
  • Nearest-pawn fallback in the destination cell/ring for exact overlaps.
  • Swept-segment promotion each tick with tolerance for high-speed shots.
  • Early-impact filter so trails don’t end 50–75% early.

Visual radius model
  • Scales with BodySize + your settings (visualHitboxScale, visualHitboxExtraTiles).
  • Movement padding that increases with coarse sampling; extra cushions for downed targets.

Safety & edge cases
  • Shield blocks pass through unchanged.
  • Friendly-fire promotion is gated and never self-hits.
  • If an intercept pawn is denied, the projectile keeps flying; if the intended pawn is denied, it redirects to ground (consumed), matching visuals.

Compatibility
  • RimWorld 1.6 (Odyssey). Harmony latest.
  • No defs touched; pure Harmony patches. Should be safe to add/remove mid-save.

Update: Aug 8 @ 5:48pm

[Auto-generated text]: Initial upload.