Fix missing projectile and grenade contact explosion effects in Boot config - #54
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h5kk wants to merge 1 commit into
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Fix missing projectile and grenade contact explosion effects in Boot config#54h5kk wants to merge 1 commit into
h5kk wants to merge 1 commit into
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…config - Re-enable citadel_per_weapon_per_surface_impact_effects and cl_impacteffects - Reset particle_cluster_nodraw to 0 and particle_cluster_use_collision_hulls to true - Set r_particle_max_detail_level to 1 (matching Spooky config) so ability explosions are not culled - Re-enable client physics (cl_phys_enabled true) for contact event dispatch - Set r_particle_allowprerender to true - Comment out aggressive particle fallback cvars (threshold_ms 0, multipliers 100/10)
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Problem
In Boot's Max FPS config, projectile and grenade contact explosions (such as Yamato's alternate fire right-click burst) do not render contact explosion effects upon impacting surfaces or enemies.
Root Cause
Several cvars in Boot's config aggressively suppress impact and particle rendering:
cl_impacteffects "0"andcitadel_per_weapon_per_surface_impact_effects "false": Suppressed all surface impact effects.particle_cluster_nodraw "1"andparticle_cluster_use_collision_hulls "false": Skipped drawing particle clusters and disabled collision hulls for clusters.r_particle_max_detail_level "0": Culled ability and explosion particles that require detail level >= 1 (Spooky's config already sets this to"1").cl_phys_enabled "false": Disabled client-side physics simulation, preventing projectile collision/contact events from properly dispatching on the client.r_particle_allowprerender "false": Skipped pre-rendering required for instant single-frame explosion bursts.cl_particle_sim_fallback_threshold_ms "0"and aggressive multipliers: Immediately forced spawned particle systems into degraded/empty fallbacks.Solution
citadel_per_weapon_per_surface_impact_effects "true"andcl_impacteffects "1".particle_cluster_nodraw "0"andparticle_cluster_use_collision_hulls "true".r_particle_max_detail_level "1"(matching Spooky's config).cl_phys_enabled "true"andr_particle_allowprerender "true".0msfallback simulation thresholds.Verification
Tested in-game: Yamato's right-click burst now properly renders its contact explosion effect on surfaces and targets, while maintaining all other FPS optimizations (shadows, lighting, cloth, models, audio, HUD).