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:
@@ -348,7 +348,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
draggingConnected.RemoveConnection(item);
|
||||
|
||||
if (draggingConnected.Connect(this, !alreadyConnected)) Wires[index] = draggingConnected;
|
||||
if (draggingConnected.Connect(this, !alreadyConnected, true)) Wires[index] = draggingConnected;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -477,7 +477,7 @@ namespace Barotrauma.Items.Components
|
||||
if (Wires[i] != null)
|
||||
{
|
||||
if (Wires[i].Item.body != null) Wires[i].Item.body.Enabled = false;
|
||||
Wires[i].Connect(this, false, true);
|
||||
Wires[i].Connect(this, false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user