Double post, but just an update on the testing of toggleable explosions:
Everything aside from building/navy debris has been tested with the prototype toggling system and it works without desynching.
What this means is that one player sees the explosions, while the other sees default FAF explosions, WITHOUT a desync happening. The only thing still left are the debris and experimental explosions.
Possible issues we will run in:
1. The explosions mod changes the timing on the experimental explosions. It's a very slight change though, so I propose we keep the timing and just use regular FAF explosions on them instead of the mod's shinier explosions.
2. Making the UI communicate with the sim so it is possible to toggle this during a game. So for example you could play a game with the explosions off, then turn them on when you watch the replay, while you're watching the replay.
3. Fully matching the default FAF explosions. I have made a better version of the default FAF explosion (less particles used, better fire texture, better smoke etc). I can revert it fully to the default FAF explosion, but this version is better for performance if that is a concern.
4. When I move on to modifying weapon effects, do those fall under the toggle too? They will not be nearly as different compared to their default counterparts, but still something to consider.
Other than that, stay tuned for updates