Closed Igrium closed 1 year ago
This is daft sorry, you would be rewinding everything back to its original position, then rewinding again and again...
So what would you say is the best way to do this?
On Sat, Jul 8, 2023, 2:13 PM Matt Stevens @.***> wrote:
Closed #3575 https://github.com/sboxgame/issues/issues/3575 as not planned.
— Reply to this email directly, view it on GitHub https://github.com/sboxgame/issues/issues/3575#event-9765941555, or unsubscribe https://github.com/notifications/unsubscribe-auth/AIFMZZDB5IRLKUHSCFNXPWLXPHEN5ANCNFSM6AAAAAA2DBFFOI . You are receiving this because you authored the thread.Message ID: @.***>
I feel like this should get a second thought. Its useful for me because ive got a bunch of components that i simulate and most of them need lag compensation, so i turn it on, but one of them doesnt, so pausing compensation during it would make the most sense, because if i dont do that then ill have to go through and compensate everything separately but thats fuckin stupid.
For?
S&Box
What can't you do?
I'm writing weapon shooting code, and for reasons too complex to get into, I need to obtain the non-lag-compensated position of an entity in a lag-compensated context (server-side, of course).
How would you like it to work?
Kind of like with prediction, it would would be nice to have a way to turn off lag compensation temporarily like:
What have you tried?
The only other solution I can think of is to add a component to each entity that backs up its position each tick before we enter the lag-compensated context. This is bad for obvious reason.
I could also try saving the position of all the entities before entering the lag-compensated context, but this is also bad.
Additional context
No response