New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

TTT: Fix for traitor buttons having awkward init/render behavior. #1266

Merged
merged 1 commit into from Oct 29, 2016

Conversation

Projects
None yet
3 participants
@Faerachnidendro
Contributor

Faerachnidendro commented Oct 28, 2016

TL;DR: Highly optimized maps can cause traitor buttons to fail to initialize clientside at the start of a round, resulting in particularly awkward and probably unintended impositions for traitors.

The issue, in detail, is that due to the cleanup at the beginning of a round, traitor buttons can fail to initialize clientside for players that have not visited the area in which said traitor button is found, if said area is sealed with multiple area portals or otherwise has separate sealed areas between it and the client and/or has visleafs that further restrict rendering - particularly if hints have been used.

This results in the need for traitors to behave quite predictably(and sometimes putting themselves at undue risk) if they are to use traitor buttons that are caught up in this circumstance, annoyingly more-so because it is an issue that persists for every round unless the traitor lucks out and is able to sneakily get to a position that triggers the entity's clientside init, before making contact with other players.

A simple fix really, inspired by looking at the detective beacon entity, of all things - which I am working to try and fix also :P

Fix for traitor buttons having awkward init/render behavior, in the e…
…vent that a map has been optimized with area portals.

TL;DR: Highly optimized maps can cause traitor buttons to fail to initialize clientside at the start of a round, resulting in particularly awkward and probably unintended impositions for traitors.

The issue, in detail, is that due to the cleanup at the beginning of a round, traitor buttons can fail to initialize clientside for players that have not visited the area in which said traitor button is found, if said area is sealed with multiple area portals or otherwise has separate sealed areas between it and the client and/or has visleafs that further restrict rendering - particularly if hints have been used.

This results in the need for traitors to behave quite predictably(and sometimes putting themselves at undue risk) if they are to use traitor buttons that are caught up in this circumstance, annoyingly more-so because it is an issue that persists for every round unless the traitor lucks out and is able to sneakily get to a position that triggers the entity's clientside init, before making contact with other players.

A simple fix really, inspired by looking at the detective beacon entity, of all things - which I will be proposing a simple fix for, also.

@Faerachnidendro Faerachnidendro changed the title from Fix for traitor buttons having awkward init/render behavior, in the e… to Fix for traitor buttons having awkward init/render behavior. Oct 28, 2016

@Faerachnidendro Faerachnidendro changed the title from Fix for traitor buttons having awkward init/render behavior. to TTT: Fix for traitor buttons having awkward init/render behavior. Oct 28, 2016

@robotboy655 robotboy655 added the TTT label Oct 28, 2016

@svdm svdm merged commit cc3d490 into Facepunch:master Oct 29, 2016

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment