unit -this code is for 45 degree plane lockingįunction lineToPlaneIntersection( linePoint, lineDirection, planePoint, planeNormal) Return Vector3.new(0, 0, cameraLookVector.z / absz) ]] Return Vector3.new(cameraLookVector.x / absx, 0, 0) Return Vector3.new(0, cameraLookVector.y / absy, 0) We want to continue to make changes and tweaks for the foreseeable future based on both your feedback as well as on ongoing class performance.If neighbor = absx and absy >= absz then -preference towards y axis planes ![]() I’ve said this before, but reiterating in case it’s been missed: We’re also planning, long-term, to do additional balance passes after we’ve finished adding all the new class sets to the game. We’ll have updated patch notes detailing any final changes for the Season in the S20 preview blog, which should be out before the patch launches. The two week PTR process has been fantastic for working out some of the larger issues, so it’s likely we’ll continue this process for future PTRs. There’s a lot more I do behind the scenes, but to be honest, it’s most important that I’m actually doing those things rather than posting about them. Getting any more changes into the game in a timely manner is important so we can hit submission and validation dates - all of that takes time, and the amount of time necessary varies between all the console platforms we support in addition to PC. Time I take posting is time I take away reading/parsing more feedback. My focus is on making sure all your feedback is getting into the right hands to evaluate and risk-assess any additional tuning passes and bug fixes. It’s true I haven’t posted much since the second round of PTR. My average is in the range of 115-125 WPM. ![]() I only wish my typing speed = my writing speed cknopp, what’s your secret? Authors everywhere would love to know
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