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Antilag refactor #3
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Commits on Feb 6, 2020
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Refactored antilag code a bit. There were unnecessary parts that coul…
…d be removed, and some others seem to have been done incorrectly.
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Commits on Feb 7, 2020
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More antilag changes. Going to interpolate position after all. Other …
…than that just added more comments so the code can be understood more easily later on,.
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Storing substantially more trails per client; up to 64. Added some ch…
…ecks to prevent unnecessarty shifting of clients to reduce load (due to higher trail count). Now that more trails are stored, it's unnecessary snap and clamp the trail time. the more precision and information we have the better.
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Commits on Feb 8, 2020
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Moved check that prevents clients trying to timeshift too far back (> 500ms). Replaced IS_ACTIVE macro with function.
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After further thought, it's okay to let a client's serverTime timeshi…
…ft even if it's surpassed level.time. level.time is only incremented every 50ms (sv_fps = 20).. so high fps clients can catch up and even surpass before the next 50ms increment can happen. if there are no clients with a trail <= than this really fast client's serverTime, then it'll just end up using server's current player states for collision detection anyways, so it's a-okay.
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Updated most antilag-related names (functions, variables) so it's a b…
…it easier to read/understand (imo).
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Commits on Feb 13, 2020
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Commits on Nov 9, 2020
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