ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)

+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
This commit is contained in:
Regalis
2017-02-09 18:56:28 +02:00
parent 1f16bef01c
commit 52bf73722f
29 changed files with 959 additions and 827 deletions
+1
View File
@@ -92,6 +92,7 @@
<Compile Include="Source\Characters\CharacterHUD.cs" />
<Compile Include="Source\Characters\CharacterInfo.cs" />
<Compile Include="Source\Characters\AI\ISteerable.cs" />
<Compile Include="Source\Characters\CharacterNetworking.cs" />
<Compile Include="Source\Characters\CharacterSound.cs" />
<Compile Include="Source\Characters\DelayedEffect.cs" />
<Compile Include="Source\Characters\HUDProgressBar.cs" />