Open Gingerbeard5773 opened 1 year ago
If I remember correctly, this can also happen with arrows.
Invisible arrows happen because of desync (usually desynced doors), not because of being spawned far away, AFAIK.
Door desync is a common cause of invisible arrows, but not the only cause.
There are no doors in this video:
Also confirmed that this happens with special arrows and ballista bolts/shells. Bolts example:
Both arrows and catapult rocks use consts.net_threshold_multiplier = 4.0f;
so that could be related. Ballista bolts also use that value. IIRC >= 4.0
essentially means no resync against the server, as it sometimes causes choppiness on fast moving entities. So it may be that out-of-screen blobs, being basically put in an inactive netcode state, don't sync at all when they appear on screen. Maybe you would see them pop at (0, 0)
(i.e. top-left corner)?...
I recall messing around with that value for cata rocks because they looked choppy on servers when set lower than 4.0
(in which case, IIRC, it defines the max position difference between client and server before resyncing), despite looking correctly synced. I am not quite sure why that was necessary in retrospect. It would need digging a bit more into engine code to be sure...
Description
Catapult rocks will not render when the catapult is very far away.
Reproduction
Launch stone from a catapult from very high up on a dedicated server. Use a second client to view the invisible rocks at the bottom.
Expected Behavior
The rocks should be visible no matter where the player is.
Video
https://user-images.githubusercontent.com/68350259/214327692-dfa44510-5457-42ee-b375-d208aebadaf0.mp4