HUD notifications are sent immediately. (This is part hotfix(?), part convenience)
Client maintains an update buffer that it progresses/interpolates through.
If the client's buffer runs out (e.g. due to connection issues), the minimum size increases temporarily.
Interpolation has been improved.
Physics no longer simulates if it doesn't need to.
Minor changes/fixes/renamings in client/game.js.
Both the server and client game.js now use enums instead of strings.
Added level author and name to MarbleLevel properties on load.
Fixed sockets not setting the isBinary flag.
Currently the marble enter countdown doesn't take ping+buffer length into account, meaning a client could try to enter too late because of this delay. But since it's not part of the relevant issues (and already was a minor issue before), this hasn't been resolved yet.
Sometimes, the marble interpolation doesn't appear fluent while the tracking camera is active if the server's tick rate is high. Since it's not apparent with the free camera, it might be the tracking camera. But that's an issue for another time.
Oof.
Changes
client/game.js
.game.js
now use enums instead of strings.MarbleLevel
properties on load.isBinary
flag.Currently the marble enter countdown doesn't take ping+buffer length into account, meaning a client could try to enter too late because of this delay. But since it's not part of the relevant issues (and already was a minor issue before), this hasn't been resolved yet.
Sometimes, the marble interpolation doesn't appear fluent while the tracking camera is active if the server's tick rate is high. Since it's not apparent with the free camera, it might be the tracking camera. But that's an issue for another time.
Referencing issues Closes #11 Closes #12