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Sync traces for comparing two games after a test, and remote-motion fixes from the first real two-PC test (Mafia DE 0.13.0: car copies never rolled under their own physics, sprinting copies fell up to 3 m behind). A minor release with no breaking changes. The wire protocol stays at 7.
core/trace.h: one trace file per session, next to the main log (logs\trace\<log name>-<date>-<time>.trace).- The newest 20 files are kept, up to 1.5 GiB each.
- Each line is "
<t> <TYPE> <fields>" on the QueryPerformanceCounter clock. - Output is buffered (written twice a second) and thread-safe.
- Every main log line is copied in while a trace is open.
core/log.h: the last five runs' logs are kept. Newlog::Dir()andlog::BaseName().LocomotionController:- The maximum speed multiplier is now 1.8 (was 1.5).
- When even the top multiplier can't reach the wanted speed, the shortfall is made up with small nudges along the walk, so a copy whose AI sprint is slower than a player's keeps up.
- A slow gait is learned faster.
- Commands report the wanted speed, the measured speed and the carried part.
VehicleController:- Every command carries a wanted velocity for the copy, so a game whose position setter stops the body can give it back after each correction.
- A pinned copy gets its physics back after 5, 10, 20 and then 40 s.
- Reports why a copy was pinned, pin and retry counts, speeds and the rotation error.
- Tests: new
core_tracetest;net_motionnow covers a slow AI sprint, a teleport that stops the body (with the velocity given back) and pin retries.
Changes: CHANGELOG.md.