Comments (3)
Good catch, ideally new nodes should start their history from their spawn tick. Thanks for providing a workaround as well! It's pretty sensible at first glance, but I'll look into it further.
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Hey @Noobsaure, just pushed #204. Looks good from my testing, would you mind validating as well? Just swap RollbackSynchronizer with the new version.
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Merged PR, but feel free to chime in with updates!
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Related Issues (20)
- Increase FPS by removing sky background HOT 5
- Investigate multiple RPCs being triggered instead of 1 HOT 1
- Add Static Typing across everything HOT 1
- Remove leftover link from NetworkTime
- WebRTC support HOT 6
- Add StateSynchronizer
- Server-authoritative multiplayer without network-wide rollback HOT 8
- Netfox doesn't seem to work with RigidBody2D or WebRTC HOT 1
- RigidBody sync doesn't work properly HOT 12
- Inquiry about Support for Authoritative Client-Server Architecture buy running a Headless Godot Server (A game build runs on the server) HOT 2
- Use `node.get_indexed()` instead of `node.get()` for state and input properties HOT 1
- Setting up a Noray Instance HOT 8
- Multiplayer Moving Platform HOT 5
- Better docs for is_fresh
- Raycast shooting HOT 2
- after_tick.emit runs before the tick HOT 1
- using TickInterpolator to interpolate rotation results in a stutter during the transition between -3.14 and 3.14 HOT 2
- Projectiles can be spawned by NetworkWeapon without an ID in their name HOT 1
- Issues with RollbackSynchronizer taking input from multiple Nodes with different authorities HOT 3
- Using global rand functions can have bad results if the user attempts to use `seed(...)` HOT 1
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