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Fix missing projectile and grenade contact explosion effects in Boot config - #54

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h5kk:fix/boot-explosion-contact-effects
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Fix missing projectile and grenade contact explosion effects in Boot config#54
h5kk wants to merge 1 commit into
Sqooky:mainfrom
h5kk:fix/boot-explosion-contact-effects

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@h5kk

@h5kk h5kk commented Sep 4, 2026

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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:

  1. cl_impacteffects "0" and citadel_per_weapon_per_surface_impact_effects "false": Suppressed all surface impact effects.
  2. particle_cluster_nodraw "1" and particle_cluster_use_collision_hulls "false": Skipped drawing particle clusters and disabled collision hulls for clusters.
  3. r_particle_max_detail_level "0": Culled ability and explosion particles that require detail level >= 1 (Spooky's config already sets this to "1").
  4. cl_phys_enabled "false": Disabled client-side physics simulation, preventing projectile collision/contact events from properly dispatching on the client.
  5. r_particle_allowprerender "false": Skipped pre-rendering required for instant single-frame explosion bursts.
  6. cl_particle_sim_fallback_threshold_ms "0" and aggressive multipliers: Immediately forced spawned particle systems into degraded/empty fallbacks.

Solution

  • Re-enabled citadel_per_weapon_per_surface_impact_effects "true" and cl_impacteffects "1".
  • Reset particle_cluster_nodraw "0" and particle_cluster_use_collision_hulls "true".
  • Set r_particle_max_detail_level "1" (matching Spooky's config).
  • Set cl_phys_enabled "true" and r_particle_allowprerender "true".
  • Commented out the 0ms fallback 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).

…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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