Skip to content

Conversation

@rainlizard
Copy link
Contributor

@rainlizard rainlizard commented Dec 24, 2025

Having a local camera which shadows the authoritative camera introduced hidden issues and I expect it will be even more troublesome in the future. So we're back to having one camera.

The original point of having the second camera was so we could have instant camera movements at high ping. But we can also achieve this by just not syncing any cameras in multiplayer while doing instant camera updates. However, not syncing cameras introduced two issues which had to be solved:

  • The angle creatures are pushed when you slap them is informed by the player's current camera angle. Which is a problem if cameras aren't synced. To solve this I've turned Slap into a packet. Hopefully there aren't any slapping-related bugs because of this, but there could be.
  • Packetsave/Packetload stopped having accurate cameras. It's been changed to directly save (and load) camera data every turn.

Also while I was adding the camera interpolation back, I made the first person camera deceleration a tad bit smoother. But it's pretty subtle.

Fixes: #4426 #4427 #4428

@rainlizard rainlizard marked this pull request as draft December 24, 2025 04:40
@rainlizard rainlizard marked this pull request as ready for review December 24, 2025 13:53
@rainlizard
Copy link
Contributor Author

Closed in favour of camera lua flexibility: #4121

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Can't rotate camera during frameskip

1 participant