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Replication Support #15
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…d moving objects), rolling, jumping and landing.
Looks interesting, I will review it asap 👍 |
Thanks 😃. Forgive me if my syntax is unprofessional or inefficient. Was mainly doing this for the practice. Thanks for your work as well. The codes seem to perfectly translate the blueprint version accurately so reading the code was super easy |
…RagdollLocation server variable to prevent the character from clipping through the floor
Sorry for not responding back, I'm trying to find some free time for review. Probably will have some this weekend :) |
A few points;
Unfortunately, I can't merge it into master at this state, since it's facing most of the same problems with my v2 implementation. |
…Also replaced server acceleration replication with local calculations. Fixed sprint rotation animation for observing clients. Used RInterp to smooth observing client aiming rotation. Synchronized root during ragdoll by bringing over ALS_V3's mesh location calculation.
I'm still following up your work, and it looks much better after latest commit. I will test them later today, and let you know if I face any issue. 👍 |
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I have tested your latest commit, and everything seems like working, except;
- Turn in place still have problems on client-side, you should disable movement replication while character is stationary (so that server won't try to correct rotation of the character), that was only workaround that I can find for this issue.
- While moving, if I enable ragdoll mode, a huge amount of force is applied into character in both server & client. Not a huge issue, but would be better if we can fix it before the merge.
Thank you for the hard work :) If you have trouble with fixing turn in place bug, I can get my hands dirty with your branch in a few days 😄
Thanks so much 😁. I don't think I've fixed every issue that you've presented before though. Some of them being;
The issue above happens because I'm correcting the client's position to the server. If you'd like, I can fix it by either;
I'm considering the second option atm with an if velocity more than threshold statement |
Let me know when you're finished with the PR. After that, I will convert your work into new plugin structure before merging it |
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Thank you for that huge contribution, I've merged master into yours and solved all of conflicts, everything seems in order.
From now, for bugs & missing features, I recommend creating new issues & branches for them.
Added character states replication, support for mantling (on static and moving objects), rolling, jumping and landing.