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
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@@ -333,9 +333,9 @@ namespace Barotrauma.Items.Components
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powerConnection.TryAddLink(wire);
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wire.Connect(powerConnection, false);
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wire.Connect(powerConnection, false, false);
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recipient.TryAddLink(wire);
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wire.Connect(recipient, false);
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wire.Connect(recipient, false, false);
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}
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private void CreateDoorBody()
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@@ -756,7 +756,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
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{
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bool isDocked = msg.ReadBoolean();
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