- submarines send position updates more frequently when they're moving faster
- small AICharacter syncing optimizations - respawning can be disabled in server setting - netstats show the total amount of bytes sent for each networkevent type
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@@ -26,12 +26,12 @@ namespace Barotrauma
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public TransitionCinematic(List<Submarine> submarines, Camera cam, float duration)
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{
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if (!submarines.Any(s => s != null)) return;
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Vector2 targetPos = new Vector2(
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submarines.Sum(s => s.Position.X),
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submarines.Sum(s => s.Position.Y)) / submarines.Count;
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if (!submarines.Any()) return;
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if (submarines.First().AtEndPosition)
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{
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targetPos = Level.Loaded.EndPosition + Vector2.UnitY * 500.0f;
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