make systems more stable by:
- fix wobbly, by doing CompSync and TimeSync in same ecs system
- dont interpolate on voxygen
- sync PhysState to the client in order to get rid of the jump snap to ground bug
- make the simulate_ahead more constant over time, as "jumps" in this number will be noticed by the client as "lag jumps"
There are still some problems
- [ ] Snap to the ground on jump isn't fixed completly, as we depend on tick n-1 and we only sync tick n to the client
- [ ] Arrows dont work properly yet with this commit, e.g. right click arrow attack
- [ ] Verify that clientcommands are actually broadcasted to all clients
- [ ] Followup: Agent needs to send clientcommands rather than commands
current problems:
- [X] time was wiggling to much
=> resolved, we state.ticked twice per client.tick
- [ ] Jump Reset to 0, see issue #1512
=> Jump z reset to 0 after 200ms (time ahead) for 1 tick, on_ground is one tick behind JumpEvent, could be disabled by modifying common/state/src/state.rs handle_jump if condition remove on_ground check
- [ ] X/Y wiggle which looks like this -/'\,/-
=> The error actually persists in the last 1 before we receive no data from server /''''*\
=> The error exist equally in X and Y regardless of direction
=> The error already exsits before we apply the state.tick or state.rewind_tick, so it maybe comes from server via sync ?
- [X] Cant look around when holding the admin staff
=> we used Dir::new() which was 0/1/0 and due to normalizing limited the final range to around 5 degree
- [X] Slower when zommed in than when zoomed out
=> fixed by the look_dir fix above :)
- make tracy experience better by adding a 0.05 to client local TIME.
- fix an error that the look_dir was wrongly predicted
- add a jump graph for testing
- update in_game code that was commented out in system
- track the simulation ahead on the debug menu
- add simulated lag with `sudo tc qdisc replace dev lo root netem delay 700ms 10ms 25%`
add basic tests for phys
The infinite climb bug should be fixed by !3792
(Refactor energy and poise regen), so we
can safely remove the need for the
character to have at least 10 energy to
climb.
The minimum energy needed to start climbing is
now 1 energy.
This was suggested by James M#8698.