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22 Commits
Author SHA1 Message Date
TrèsAbhi 6eafbc87e7 New translations en.json (Chinese Simplified)
[ci skip]
2026-07-31 14:08:23 -05:00
TrèsAbhi f84460d637 New translations en.json (Chinese Simplified)
[ci skip]
2026-07-31 12:32:17 -05:00
TrèsAbhi 917d6affea New translations en.json (Chinese Simplified)
[ci skip]
2026-07-13 06:04:31 -05:00
tresabhi cb2d795461 fix url 2026-07-11 18:14:22 -05:00
tresabhi 6e934e0ff1 logs 2026-07-11 18:13:02 -05:00
tresabhi 375adadbe5 Merge branch 'main' into dev 2026-07-11 18:04:36 -05:00
tresabhi 082a756f1b auto scroll on drag in tier list 2026-07-11 18:02:49 -05:00
tresabhi 9fc8a8e2a2 more generous pitch transition zones 2026-07-11 17:41:14 -05:00
tresabhi 1413475679 bigger floor and more aggressive light decay 2026-07-11 17:38:11 -05:00
tresabhi 86504e685e softer shadows 2026-07-11 17:33:37 -05:00
tresabhi 9df81044d1 increasing lighting angle to cover larger tanks 2026-07-11 17:29:44 -05:00
tresabhi c5fd7591ea complete lighting animation even if canvas is unfocused 2026-07-11 17:29:15 -05:00
TrèsAbhi cd8e43f945 Merge pull request #256 from Hitjack007/mixer-crashing 2026-07-11 17:17:11 -05:00
tresabhi 8df112aab4 type-safe disposal 2026-07-11 17:16:52 -05:00
TrèsAbhi 94c04ce102 Merge pull request #255 from Hitjack007/external-ricochets 2026-07-11 17:14:10 -05:00
TrèsAbhi 3a170202ca Merge pull request #254 from Hitjack007/he-crash-fix 2026-07-11 17:10:49 -05:00
tresabhi 46937693a0 implement nullable refs in a type-safe manner 2026-07-11 17:09:38 -05:00
TrèsAbhi b391d0b036 Merge pull request #253 from Hitjack007/static-armor-uncapitalised-fix 2026-07-11 17:06:29 -05:00
Mark Greene 1061e003f7 Fix Safari crash on mixer texture disposal 2026-07-10 21:30:21 +12:00
Mark Greene a2b573abca fix ricochets on external modules 2026-07-10 17:51:32 +12:00
Mark Greene 4571d141e6 Fix crash on repeated HE shell clicks in Tankopedia armor viewer 2026-07-10 16:03:05 +12:00
Mark Greene d70225b03c fix static armor plate title to use localized strings
Was rendering the raw lowercase layerTypeNames key instead of resolving it through strings.website.tools.tankopedia.sandbox.dynamic.shot_card.element, same pattern already used in ShotDisplayCard.
2026-07-10 15:41:46 +12:00
12 changed files with 180 additions and 102 deletions

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+20
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@@ -0,0 +1,20 @@
# BlitzKit 1.30.7
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
## Features
- Dragging items in the Tier List now automatically scrolls the screen if you reach the top/bottom edge of the screen
## Fixes
- [Mark Greene] Clicking on the armor multiple times with HE no longer crashes BlitzKit
- [Mark Greene] Ricochets that later intersect with external modules no longer falsely claim a successful damaging penetration
- The lighting animation no longer stops prematurely when BlitzKit is unfocused
- The spot light angle has been increased to more evenly light up larger tanks
- BlitzKit once again uses soft shadows, reducing the pixelated shadows
- Fixed the weird patterns that formed on the tracks of tanks under self-shadows
- Increased the floor size and light decay to create the illusion that the floor is infinite
- [Mark Greene] Safari no longer crashes when unloading textures for unloaded tanks
- The gun depression transition between two constraints (like often behind tanks) now uses a gentler zoned and can never be 0
- [Mark Greene] Armor plate names in Static Armor are now properly capitalized in English and translated to other languages
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "blitzkit",
"version": "1.30.6",
"version": "1.30.7",
"license": "BlitzKit License",
"private": true,
"scripts": {
+37 -37
View File
@@ -13,18 +13,18 @@
"hp": "{value} 生命值",
"x": "x{value}",
"percentage": "{value}%",
"deg_s": "{value}度°/秒",
"deg_s": "{value}度每秒",
"plus": "+{value}"
},
"gun_types": {
"auto_loader": "弹夹型坦克",
"auto_reloader": "自动装填型坦克",
"auto_reloader": "弹鼓型坦克",
"regular": "单发"
},
"shells": {
"ap": "穿甲弹",
"ap_cr": "硬式复合穿甲弹",
"hc": "反战车高爆弹",
"hc": "破甲弹",
"he": "高爆弹"
},
"player_count_period": {
@@ -60,23 +60,23 @@
"3": "平均",
"4": "高于平均",
"5": "好",
"6": "非常好",
"6": "好",
"7": "很好",
"8": "极品",
"9": "超级强势玩家"
"8": "非常好",
"9": "极品"
},
"bkni_percentile": {
"0": "Super malum",
"1": "Malum",
"2": "非常差",
"0": "垃圾",
"1": "非常差",
"2": "很差",
"3": "差",
"4": "低于平均",
"5": "平均",
"6": "高于平均",
"6": "较好",
"7": "好",
"8": "非常好",
"9": "極品",
"10": "超级强势玩家"
"8": "很好",
"9": "非常好",
"10": "极品"
},
"nations": {
"ussr": "苏联",
@@ -101,7 +101,7 @@
"other": "X系"
},
"tank_class_short": {
"-1": "未识别",
"-1": "未知",
"0": "轻型坦克",
"1": "中型坦克",
"2": "重型战车",
@@ -114,14 +114,14 @@
"3": "坦克歼击车"
},
"tank_class_medium": {
"-1": "未识别",
"-1": "未知",
"0": "轻型坦克",
"1": "中型坦克",
"2": "重型坦克",
"3": "坦克歼击车"
},
"tree_type": {
"-1": "未识别",
"-1": "未知",
"0": "科技树",
"1": "金币车",
"2": "收藏车"
@@ -156,7 +156,7 @@
"normalized_shots": "开火次数",
"normalized_spotted": "侦查次数",
"normalized_survived_battles": "存活率",
"normalized_win_and_survived": "存活胜利率",
"normalized_win_and_survived": "胜利并幸存的概率",
"normalized_wins": "胜率",
"normalized_xp": "经验值",
"normalized_battle_life_time": "战斗时间",
@@ -194,7 +194,7 @@
"tank_id_not_found": "# 找不到坦克\n无法找到ID为 “{search}” 的坦克。 请尝试输入坦克的名称而不是数字。",
"no_tank_stats": "# 没有这辆战车的数据\n这个玩家没有可用资料。 这可能不是你要找的玩家。",
"get_help": "Discord的协助服务器",
"uncaught_error": "# BlitzKit 发生错误!\n我们对此感到抱歉。 欢迎加入[官方Discord](https://discord.gg/nDt7AjGJQH),以方便帮助你解决问题。",
"uncaught_error": "# BlitzKit 发生错误!\n我们对此感到抱歉。 欢迎加入[【官方Discord】](https://discord.gg/nDt7AjGJQH),以方便帮助你解决问题。",
"preview": "# 此命令处于预览\n\n您只能在[官方Discord服务器](https://discord.gg/nDt7AjGJQH)访问此命令。该命令将很快可用。",
"query_too_small": "# 搜寻内容过短\n您的搜寻必需至少包含 3 个字元。",
"query_too_long": "# 搜索内容过长\n您搜索的内容必须少于 100 个字符。"
@@ -293,7 +293,7 @@
"career": "玩家资料",
"today": "今日:",
"days": "{days} 天",
"custom": "{day_1} - {day_2} 天"
"custom": "天数 {day_1} 至 {day_2}"
},
"filters": {
"none": "无筛选器",
@@ -320,7 +320,7 @@
}
},
"commands": {
"dead": "# 统计指令现已停用\nBlitzKit Discord 机器人此前依赖 BlitzStars 获取周期性的统计数据。由于 BlitzStars 已启用严格的 Cloudflare 防护,导致 BlitzKit 无法继续使用其 API。这已导致以下指令失效:\n/统计\n/今日\n/损坏\n/演变\n/完整统计\n请使用 [Aftermath](<https://amth.one/invite>) \n作为完全独立于 BlitzStars 的替代方案。由 BlitzKit 托管的统计指令将在近期内恢复。",
"dead": "# 统计指令现已停用\nBlitzKit Discord 机器人此前依赖 BlitzStars 获取周期性的统计数据。由于 BlitzStars 已启用严格的 Cloudflare 防护,导致 BlitzKit 无法继续使用其 API。这已导致以下指令失效:\n\n/stats - 统计\n/today - 今日情况\n/breakdown - 被摧毁\n/evolution - 变化情况\n/full-stats - 完整统计\n\n请使用 [Aftermath](<https://amth.one/invite>) 。\n作为完全独立于 BlitzStars 的替代方案,由 BlitzKit 托管的统计指令将在近期内恢复。",
"replay": {
"name": "回放",
"description": "显示重播结果",
@@ -347,17 +347,17 @@
"body": {
"subtitle": "研发",
"total": "全部",
"research": "研发:{cost}",
"upgrades": "升级:{cost}",
"purchase": "购买:{cost}",
"equipment": "装备:{cost}",
"estimation": "# 这是一个估计值!\n\n这个列表可能包含已经研发过的战车,因为 Wargaming 提供了不正确的资料。 如果可以,请尝试在同一研发线路中提供一个 “起始战车” 。"
"research": "研发费用:{cost}",
"upgrades": "升级费用:{cost}",
"purchase": "购买费用:{cost}",
"equipment": "装备费用:{cost}",
"estimation": "# 这是一个估算值!\n\n因为 Wargaming 提供了不正确的资料,所以该列表可能包含已经研发过的战车。 如果可以,请尝试在同一研发线路中提供一个 “起始战车” 。"
},
"errors": {
"non_tech_tree": "# \"{tank}\" 不在科技树里\n\n你不能研发一个 加值/收藏家 坦克。",
"tier_1": "# {tank} 是一级坦克\n\n一级坦克一直是对所有玩家免费解锁的。",
"non_tech_tree": "# \"{tank}\" 不在科技树里\n\n你不能研发 金币车 或 收藏车。",
"tier_1": "# {tank} 是一阶坦克\n\n一阶坦克一直是对所有玩家免费解锁的。",
"already_researched": "# \"{tank}\" 已完成研发\n\n请尝试在同一研发线路上提供“起始坦克”, 以查看全部您已研发过的坦克。",
"start_end_equal": "# \"{tank}\" 重复提供了\n\n请确认 \"初始坦克\" 和 \"目标坦克\" 是不同的。",
"start_end_equal": "# \"{tank}\" 被重复提供\n\n请确认 \"初始坦克\" 和 \"目标坦克\" 是不同的。",
"tanks_not_on_line": "# “{tank_1}” 和 “{tank_2}” 不在同一个研发线路上\n\n请确认“起始坦克” 和 “目标坦克” 在同一研发线路中。",
"unordered": "# “{tank_1}” 阶级比 “{tank_2}” 高\n\n请以提供 {tank_2} 作为起始坦克,因为它的阶级更低。"
}
@@ -572,7 +572,7 @@
},
"owned_tanks": {
"name": "已拥有的坦克",
"description": "在一个等级中显示所有已拥有的坦克",
"description": "显示该阶级中您所拥有的全部战车",
"body": {
"title": "# {name} 所拥有的 {tier} 阶坦克\n\n"
}
@@ -593,7 +593,7 @@
"description": "检查机器人是否处于活动状态。",
"body": {
"pong": "Pong 🏓",
"pong_with_time": "Pong 🏓 - {time} 微秒"
"pong_with_time": "Pong 🏓 - {time} 毫秒"
},
"subcommands": {
"blitzkit": {
@@ -809,7 +809,7 @@
"mixer": {
"name": "组装",
"button": "混合搭配",
"description": "混合坦克模块",
"description": "混搭不同坦克间的模块",
"seo_description": "《坦克世界:闪击战》的车体, 炮塔, 主炮混合搭配",
"screenshot": "屏幕截图",
"randomize": "随机搭配"
@@ -984,7 +984,7 @@
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"beta": "测试版"
},
"modules": {
"title": "坦克模块",
@@ -1018,8 +1018,8 @@
"title": "属性",
"compare": {
"label": "比较",
"class": "{tier} {class}",
"tier": "All tier {tier}",
"class": "{tier} 阶的 {class}",
"tier": "所有{tier} 阶的",
"all": "所有坦克"
},
"values": {
@@ -1102,8 +1102,8 @@
"shellCapacity": "携弹量",
"gunType": "炮管类型",
"penetrationAt250m": "两百五十米处的穿透力",
"burstShells": "Burst shell count",
"burstInterShell": "Burst inter-shell"
"burstShells": "爆破计数",
"burstInterShell": "爆破弹"
}
},
"firepower": {
@@ -1156,7 +1156,7 @@
"skills": {
"clear": "清除",
"maximize": "最大化",
"equalize": "Equalize"
"equalize": "平衡"
},
"modules": {
"stock": "白板",
@@ -22,7 +22,7 @@ export function ArmorPlateDisplay() {
const highlightArmor = Tankopedia.use((state) => state.highlightArmor);
const developerMode = App.useDeferred((state) => state.developerMode, false);
const input = useRef<HTMLInputElement>(null);
const { locale } = useLocale();
const { locale, strings } = useLocale();
if (highlightArmor === undefined) return null;
@@ -44,7 +44,10 @@ export function ArmorPlateDisplay() {
>
<Flex direction="column">
<Text weight="bold">
{layerTypeNames[highlightArmor.type]}{" "}
{
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.element[layerTypeNames[highlightArmor.type]]
}{" "}
{highlightArmor.thickness.toFixed(0)}
<Text size="1" weight="regular">
mm
@@ -42,10 +42,10 @@ const TRACER_THIN = TRACER_THICK / 2;
export function ShotDisplay() {
const shot = Tankopedia.use((state) => state.shot);
const inTracer = useRef<Mesh>(null!);
const outTracer = useRef<Mesh>(null!);
const splashRadiusWrapper = useRef<Group>(null!);
const splashRadiusMaterial = useRef<MeshBasicMaterial>(null!);
const inTracer = useRef<Mesh>(null);
const outTracer = useRef<Mesh>(null);
const splashRadiusWrapper = useRef<Group>(null);
const splashRadiusMaterial = useRef<MeshBasicMaterial>(null);
const { locale } = useLocale();
useEffect(() => {
@@ -63,10 +63,10 @@ export function ShotDisplay() {
outlineMaterial,
).computeLineDistances();
splashRadiusWrapper.current.add(outline);
splashRadiusWrapper.current?.add(outline);
return () => {
splashRadiusWrapper.current.remove(outline);
splashRadiusWrapper.current?.remove(outline);
};
}
});
@@ -255,11 +255,11 @@ export function ShotDisplay() {
}
interface AnimatorProps {
inTracer: RefObject<Mesh>;
outTracer: RefObject<Mesh>;
inTracer: RefObject<Mesh | null>;
outTracer: RefObject<Mesh | null>;
splashRadiusWrapper: RefObject<Group>;
splashRadiusMaterial: RefObject<MeshBasicMaterial>;
splashRadiusWrapper: RefObject<Group | null>;
splashRadiusMaterial: RefObject<MeshBasicMaterial | null>;
inLength: number;
outLength: number;
@@ -283,17 +283,23 @@ function Animator({
const tracerT1 = t % 1;
const tracerT2 = (t + 0.5) % 1;
inTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT1 - 0.5), 1);
inTracer.current.position.set(0, (1 - tracerT1) * inLength, 0);
if (inTracer.current) {
inTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT1 - 0.5), 1);
inTracer.current.position.set(0, (1 - tracerT1) * inLength, 0);
if (outTracer.current) {
outTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT2 - 0.5), 1);
outTracer.current.position.set(0, tracerT2 * outLength, 0);
if (outTracer.current) {
outTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT2 - 0.5), 1);
outTracer.current.position.set(0, tracerT2 * outLength, 0);
}
invalidate();
}
invalidate();
if (shot.splashRadius !== undefined) {
if (
shot.splashRadius !== undefined &&
splashRadiusWrapper.current &&
splashRadiusMaterial.current
) {
if (animationStartTime === null) animationStartTime = t;
const scale =
@@ -161,9 +161,10 @@ export function SpacedArmorSceneComponent({
if (
!allowRicochet &&
noDuplicateIntersections.every((intersection) => {
intersection.object.userData.type !== ArmorType.Primary;
})
noDuplicateIntersections.every(
(intersection) =>
intersection.object.userData.type !== ArmorType.Primary,
)
) {
return null;
}
@@ -1,14 +1,20 @@
import { useFrame } from "@react-three/fiber";
import { clamp, times } from "lodash-es";
import { Quicklime } from "quicklime";
import { useEffect, useRef, useState, type RefObject } from "react";
import {
useCallback,
useEffect,
useRef,
useState,
type RefObject,
} from "react";
import { HemisphereLight, SpotLight, type Group } from "three";
import { degToRad, lerp } from "three/src/math/MathUtils.js";
import { Tankopedia } from "../../../../../../stores/tankopedia";
import { TankopediaPersistent } from "../../../../../../stores/tankopediaPersistent";
import { HelpingSpotLight } from "../../../../../HelpingSpotLight";
const ANGLE = degToRad(10);
const ANGLE = degToRad(12);
const REVEAL_ANIMATION_TIME = 3;
const TRANSITION_ANIMATION_TIME = 0.5;
@@ -17,8 +23,8 @@ const THETA_OFFSET = degToRad(180 - 45);
const LIGHT_DISTANCE = 20;
const LIGHT_HEIGHT_0 = 4;
const LIGHT_HEIGHT_1 = 6;
const INTENSITY_0 = 6;
const INTENSITY_1 = 3;
const INTENSITY_0 = 6 * 9;
const INTENSITY_1 = 3 * 9;
const HEMISPHERE_INTENSITY = 2;
export const transitionEvent = new Quicklime<number>(0);
@@ -36,8 +42,6 @@ export function Lighting() {
const [animate, setAnimate] = useState(true);
console.log(animate);
useEffect(() => {
Tankopedia.mutate((draft) => {
draft.revealed = true;
@@ -89,7 +93,7 @@ export function Lighting() {
intensity={intensity}
penumbra={1}
castShadow={highGraphics}
decay={0}
decay={1}
color="#ffffff"
angle={0}
/>
@@ -111,17 +115,7 @@ interface AnimatorProps {
function Animator({ stop, t0, animationTime, wrapper }: AnimatorProps) {
const requestedDisplay = Tankopedia.use((state) => state.requestedDisplay);
useFrame(({ invalidate }) => {
const dt = performance.now() / 1e3 - t0.current;
const x = clamp(dt / animationTime.current, 0, 2);
if (x === 2) {
stop();
return;
}
const t = (0.5 * Math.sin(Math.PI * (x + 0.5)) + 0.5) ** 2;
const apply = useCallback((t: number) => {
for (const child of wrapper.current.children) {
if (child instanceof SpotLight) {
child.angle = ANGLE * t;
@@ -131,6 +125,22 @@ function Animator({ stop, t0, animationTime, wrapper }: AnimatorProps) {
}
transitionEvent.dispatch(t);
}, []);
useFrame(({ invalidate }) => {
const dt = performance.now() / 1e3 - t0.current;
const x = clamp(dt / animationTime.current, 0, 2);
if (x === 2) {
apply(1);
stop();
return;
}
// https://www.desmos.com/calculator/awsbahxjku
const t = (0.5 * Math.sin(Math.PI * (x + 0.5)) + 0.5) ** 2;
apply(t);
invalidate();
if (x >= 1 && Tankopedia.state.display !== requestedDisplay) {
@@ -3,7 +3,7 @@ import { Quicklime, type QuicklimeEvent } from "quicklime";
import { useEffect, useRef } from "react";
import { Mesh, MeshStandardMaterial } from "three";
const SIZE = 14;
const SIZE = 2 ** 4;
export const screenshotReadyEvent = new Quicklime(false);
@@ -156,7 +156,7 @@ export const TankSandbox = forwardRef<HTMLCanvasElement, TankSandboxProps>(
localClippingEnabled: true,
preserveDrawingBuffer: true,
}}
shadows="basic"
shadows="soft"
onPointerDown={handlePointerDown}
onPointerMissed={() => {
Tankopedia.mutate((draft) => {
@@ -1,14 +1,16 @@
import type { TankDefinition } from '@blitzkit/core';
import { Box } from '@radix-ui/themes';
import type { TankDefinition } from "@blitzkit/core";
import { Box } from "@radix-ui/themes";
import {
useCallback,
useEffect,
useRef,
type PointerEvent as ReactPointerEvent,
} from 'react';
import { TierList } from '../../stores/tierList';
import { TankCard } from '../TankCard';
import { tierListCardElements, tierListRowElements } from './Table/constants';
} from "react";
import { TierList } from "../../stores/tierList";
import { TankCard } from "../TankCard";
import { tierListCardElements, tierListRowElements } from "./Table/constants";
const SCROLL_ZONE = 1 / 3;
type TierListTileProps = {
tank: TankDefinition;
@@ -26,6 +28,33 @@ type TierListTileProps = {
export function TierListTile(props: TierListTileProps) {
const card = useRef<HTMLDivElement>(null);
const lastPosition = useRef({ x: 0, y: 0 });
const autoScroll = useRef(false);
const lastT = useRef(0);
const autoScrollLoop = useCallback(() => {
if (!autoScroll.current) return;
let scrollSpeed = 0;
const v = lastPosition.current.y / window.innerHeight;
if (v <= SCROLL_ZONE) {
scrollSpeed = v / SCROLL_ZONE - 1;
} else if (v >= 1 - SCROLL_ZONE) {
scrollSpeed = 1 - (1 - v) / SCROLL_ZONE;
}
const t = performance.now();
const dt = t - lastT.current;
lastT.current = t;
window.scrollBy({
behavior: "instant",
top: scrollSpeed * dt,
});
requestAnimationFrame(autoScrollLoop);
}, []);
const handlePointerDown = useCallback(
(event: ReactPointerEvent<HTMLSpanElement>) => {
if (!card.current) return;
@@ -34,22 +63,26 @@ export function TierListTile(props: TierListTileProps) {
const rect = card.current.getBoundingClientRect();
card.current.style.position = 'fixed';
card.current.style.cursor = 'grabbing';
card.current.style.zIndex = '1';
card.current.style.position = "fixed";
card.current.style.cursor = "grabbing";
card.current.style.zIndex = "1";
card.current.style.left = `${rect.left}px`;
card.current.style.top = `${rect.top}px`;
lastPosition.current = { x: event.clientX, y: event.clientY };
window.scrollTo({ behavior: 'smooth', top: 124 });
window.scrollTo({ behavior: "instant", top: 124 });
window.addEventListener('pointermove', handlePointerMove);
window.addEventListener('pointerup', handlePointerUp);
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
TierList.mutate((draft) => {
draft.dragging = true;
});
autoScroll.current = true;
lastT.current = performance.now();
autoScrollLoop();
},
[],
);
@@ -141,12 +174,14 @@ export function TierListTile(props: TierListTileProps) {
});
}
card.current.style.position = 'static';
card.current.style.zIndex = 'unset';
card.current.style.cursor = 'grab';
card.current.style.position = "static";
card.current.style.zIndex = "unset";
card.current.style.cursor = "grab";
window.removeEventListener('pointermove', handlePointerMove);
window.removeEventListener('pointerup', handlePointerUp);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
autoScroll.current = false;
}, []);
useEffect(() => {
@@ -168,7 +203,7 @@ export function TierListTile(props: TierListTileProps) {
data-tile-index={props.isPlaced ? props.tileIndex : undefined}
data-tile-id={props.tank.id}
onPointerDown={handlePointerDown}
style={{ cursor: 'grab', touchAction: 'none' }}
style={{ cursor: "grab", touchAction: "none" }}
>
<TankCard noLink tank={props.tank} />
</Box>
@@ -6,7 +6,7 @@ import {
import { clamp } from "lodash-es";
import { degToRad } from "three/src/math/MathUtils.js";
export const DEFAULT_PITCH_TRANSITION = 15;
export const DEFAULT_PITCH_TRANSITION = 20;
export function applyPitchYawLimits(
pitch: number, // rad
@@ -31,7 +31,7 @@ export function applyPitchYawLimits(
let lowerPitch = -degToRad(pitchLimits.max) - depressionBuff;
let upperPitch = -degToRad(pitchLimits.min) + elevationBuff;
const transition = degToRad(
pitchLimits.transition ?? DEFAULT_PITCH_TRANSITION,
pitchLimits.transition || DEFAULT_PITCH_TRANSITION,
);
if (pitchLimits.back) {
+4 -1
View File
@@ -36,7 +36,10 @@ export function useDispose(gltf: GLTF & ObjectMap, path: string) {
for (const map of maps) {
if (!map) continue;
map.source.data.close();
if (map.source.data instanceof ImageBitmap) {
map.source.data.close();
}
map.dispose();
}