From 28a7d5041a98a9ab7c47b64f469f1f38f533d47e Mon Sep 17 00:00:00 2001 From: metalgearsloth Date: Wed, 4 Aug 2021 01:16:42 +1000 Subject: [PATCH] Comment joint prediction --- Content.Client/Physics/Controllers/MoverController.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Content.Client/Physics/Controllers/MoverController.cs b/Content.Client/Physics/Controllers/MoverController.cs index 0304888e34..9b53311e91 100644 --- a/Content.Client/Physics/Controllers/MoverController.cs +++ b/Content.Client/Physics/Controllers/MoverController.cs @@ -19,8 +19,13 @@ namespace Content.Client.Physics.Controllers !player.TryGetComponent(out IMoverComponent? mover) || !player.TryGetComponent(out PhysicsComponent? body)) return; - body.Predict = true; // TODO: equal prediction instead of true? + // Essentially we only want to set our mob to predicted so every other entity we just interpolate + // (i.e. only see what the server has sent us). + // The exception to this is joints. + body.Predict = true; + // We set joints to predicted given these can affect how our mob moves. + // I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?) foreach (var joint in body.Joints) { joint.BodyA.Predict = true;