my mod has server-side dummies which follow a specific path, always the same, and with the rounded m_Direction of the grenade projectiles he can not do the path with grenade jump as before
14:22
he fails
14:23
i think this needs a clientside fix because this is a physics change, not a visual glitch fix
14:23
so we need to revert the rounding and we need to fix it clientside
14:24
i mean, its not really noticeable for normal players, but my dummy shows that it has impact...
You cannot fix it client side without changing the protocol. For the normal game the precision in the snapshot is enough. Showing another path on client side is just wrong and prevents any sort of rocket jump prediction. The characters use quantization and so should all other physics elements.
The server should only use the values that it sends to the clients.
15:31
If it breaks your code just revert it
15:32
But you should at least keep the changes in the snap method
I realize i never said anything in IRC about my attempts to rework TextRender.
22:25
I took the concept of deferred text render, that was used in in TextShadowed, and applied it everywhere by storing the deferred text into CTextCursor.
22:26
Also i'm rewriting the code for laying out text and supports text alignment directly in TextRender
22:27
Currently the rework is going pretty well with noticeable performance increase with large amount of text on screen.
22:28
But I've changed the API of textrender, so I also rewrote all instance of text throughout the client. Currently everything is rewritten except chat and console.
22:30
but I don't feel like rewriting text calls in the already bloated chat.cpp, would it be sensible if I deal with https://github.com/teeworlds/teeworlds/issues/2706 first or should I restore text calls in chat and console to their original states first.