(b651e55f4) Don't quantize physicsbody velocities server-side. Caused subs to occasionally not move horizontally because the velocities got rounded down to zero if the sub wasn't accelerating fast enough.
This commit is contained in:
@@ -383,7 +383,9 @@ namespace Barotrauma
|
||||
tempBuffer.Write(SimPosition.X);
|
||||
tempBuffer.Write(SimPosition.Y);
|
||||
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
|
||||
AnimController.Collider.LinearVelocity = NetConfig.Quantize(AnimController.Collider.LinearVelocity, -MaxVel, MaxVel, 12);
|
||||
AnimController.Collider.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel),
|
||||
MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel));
|
||||
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
|
||||
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user