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
+2 -4
View File
@@ -452,10 +452,8 @@ namespace Barotrauma
{
return;
}
else
{
drawPosition -= ConvertUnits.ToDisplayUnits(Vector2.Lerp(Vector2.Zero, offsetFromTargetPos, offsetLerp));
}
drawPosition -= ConvertUnits.ToDisplayUnits(Vector2.Lerp(Vector2.Zero, offsetFromTargetPos, offsetLerp));
offsetLerp -= 0.1f;
if (offsetLerp < 0.0f)