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feat: logs
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# BlitzKit 1.27.9
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BlitzKit's great, but there's far too many numbers. This update adds a few visualizers to help new players understand how things relate numerically.
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## Features
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- Added the turret and hull traverse speed visualizer
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- Added the shell ricochet and normalization angles visualizer
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- Added the view-range visualizer
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- Added a search bar to the Tankopedia characteristics
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- Bumped the decimal places for vehicle dimensions and volume
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- Made tank ranks softer (the bars beneath the tank characteristics)
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- Gave the navigation bar better distinction from the rest of the page
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- Increased the number of characteristics rows to 3 on select devices
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- Switched to a more contrasting classic style of components across the website (it's subtle, but beautiful)
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## Changes
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- Removed units
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## Fixes
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- Clarified a few confusing row labels in the Compare tool
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- Made the Tankopedia hero section dynamically smaller on mobile phones to allow scrolling
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- Tank ranks no longer reach 0 or go above the number of vehicles in the comparison
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{
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{
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"name": "blitzkit",
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"name": "blitzkit",
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"private": true,
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"private": true,
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"version": "1.27.8",
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"version": "1.27.9",
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"description": "🎉 Tools for everything World of Tanks Blitz",
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"description": "🎉 Tools for everything World of Tanks Blitz",
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"type": "module",
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"type": "module",
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"types": "./types.d.ts",
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"types": "./types.d.ts",
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@@ -31,19 +31,21 @@ export function TraverseVisualizer({ stats }: StatsAcceptorProps) {
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let lastT = Date.now() / 1000;
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let lastT = Date.now() / 1000;
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function frame() {
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function frame() {
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if (!turret.current || !hull.current) return;
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const t = Date.now() / 1000;
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const t = Date.now() / 1000;
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const dt = t - lastT;
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const dt = t - lastT;
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lastT = t;
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lastT = t;
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turretAngle.current =
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if (turret.current) {
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(turretAngle.current + turretSpeedRad * dt) % (2 * Math.PI);
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turretAngle.current =
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hullAngle.current =
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(turretAngle.current + turretSpeedRad * dt) % (2 * Math.PI);
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(hullAngle.current + hullTraverseRad * dt) % (2 * Math.PI);
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turret.current.style.transform = `translate(-50%, -50%) rotate(${-turretAngle.current}rad)`;
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}
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turret.current.style.transform = `translate(-50%, -50%) rotate(${-turretAngle.current}rad)`;
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if (hull.current) {
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hull.current.style.transform = `translate(-50%, -50%) rotate(${-hullAngle.current}rad)`;
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hullAngle.current =
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(hullAngle.current + hullTraverseRad * dt) % (2 * Math.PI);
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hull.current.style.transform = `translate(-50%, -50%) rotate(${-hullAngle.current}rad)`;
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}
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if (!cancel) requestAnimationFrame(frame);
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if (!cancel) requestAnimationFrame(frame);
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}
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}
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