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1 change: 0 additions & 1 deletion frontend/Assets/Scripts/OnlineMapController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -489,7 +489,6 @@ public void onCharacterSelectGoAction(uint speciesId) {

using (var guiCanProceedSignalSource = new CancellationTokenSource()) {
var guiCanProceedSignal = guiCanProceedSignalSource.Token;
var pseudoQ = new BlockingCollection<int>();
Task guiWaitToProceedTask = Task.Run(async () => {
await Task.Delay(int.MaxValue, guiCanProceedSignal);
});
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9 changes: 3 additions & 6 deletions frontend/ProjectSettings/ProjectSettings.asset
Original file line number Diff line number Diff line change
Expand Up @@ -137,11 +137,8 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 0
bundleVersion: 2.3.3
preloadedAssets:
- {fileID: 11400000, guid: a6aa0e1dbbee6624b8c31797cedc57a5, type: 2}
- {fileID: -4379058995604727333, guid: a2d58e9315d0843f2a4bef6ff2035377, type: 2}
- {fileID: 11400000, guid: 84cb500ca28d848859e0496a0a54881b, type: 2}
bundleVersion: 2.3.3-alt
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1
Expand Down Expand Up @@ -732,7 +729,7 @@ PlayerSettings:
platformArchitecture: {}
scriptingBackend:
Android: 1
Standalone: 0
Standalone: 1
il2cppCompilerConfiguration: {}
managedStrippingLevel:
EmbeddedLinux: 1
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2 changes: 1 addition & 1 deletion shared/Battle_constants.cs
Original file line number Diff line number Diff line change
Expand Up @@ -253,7 +253,7 @@ public partial class Battle {
[WARNING]
Experimentally having an input rate > 15 (e.g., 60 >> 2) doesn't improve multiplayer smoothness, in fact higher input rate often results in higher packet loss (both TCP and UDP) thus higher wrong prediction rate!
*/
public const int INPUT_SCALE_FRAMES = 1; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
public const int INPUT_SCALE_FRAMES = 2; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
public const int DEFAULT_BACKEND_INPUT_BUFFER_SIZE = ((30*BATTLE_DYNAMICS_FPS) >> INPUT_SCALE_FRAMES) + 1;

public static int SP_ATK_LOOKUP_FRAMES = 5;
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