Comments (3)
For some reason none of the links show up for me 🙁 Maybe an unlisted YT video?
Nonetheless, the displacement code is admittedly, rather finicky, so this is valid and to be looked into.
from netfox.
Seems to be a browser issue with the encoding of that video. I downloaded it normally with the below command and it works locally with mpv 😅
Basically type this curl --output "bombdesync.mp4" https://files.catbox.moe/0n5qcq.mp4
I uploaded it to youtube as unlisted for convenience https://youtu.be/wTJ4E9C1Ao4
from netfox.
Not having yet seen the code, I think I understand what happens. The bounce direction doesn't take into account the bomb, but the explosion which is spawned in an offset from the bomb, instead of the location of the bomb.
from netfox.
Related Issues (20)
- Entity IDs to be u_int32 instead of 12-character strings. HOT 3
- Settings have no tooltip/explanation
- Implement Input Delay
- Spawning location should be server-sided, not client-sided HOT 2
- Expand History Limit HOT 2
- NetworkWeapon._can_fire() will desync if dependent on NetworkTime.tick HOT 1
- Unused variable: _record_input_props: Array[PropertyEntry]
- input_redundancy rename and check HOT 9
- `NetworkWeapon.fire()` is not within Inputs. HOT 3
- all properties should be marked with a tick timestamp
- Player Singleton (`NetworkCommonData`) to store important immutable variables (player_id, session_id) HOT 2
- Simplify Interpolators class HOT 10
- avatar state should synchronize the property `Position` and `Quaternion`, instead of `Transform3D` HOT 1
- Once a player joins, rollback runs from tick 0 to current tick HOT 2
- No physics applied to RigidBody3D when TickInterpolator also active HOT 5
- Disabling Input Broadcast, breaks movement (at 150ms tick delay) HOT 5
- Needless authority check on repulse effect
- Delayed bomb explosion force
- Reconcillation math explanation
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from netfox.