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