Tags: Deaod/InstaGibPlus
Tags
Improve Compatibility With ACE Anti-Tweak
Fix Dodge Desync Old code only cleaned up dodge input if you're still dead with the next input, which obviously isn't the case when respawning, meaning there's a frame where you're dead on the client, but the server considers it for dodge detection. Use correct bLive reference state going forward.
I Overwrote My Own Trace, Ensure This Doesnt Repeat
Trace Along Crosshair When Checking Visibility
Set Rotation To ViewRotation Inside UpdateRotation When Playing Back … …Input
Lots of Ping Comp improvements (#31) Merged from 'rxut/master' - Projectiles are now half-ping compensated (except Translocator) - Projectile weapon client-side animations are adjusted to match half-ping compensation - Client-side animations are now controlled via !igplusmenu GUI - Greatly improved Translocator ping compensation and added client-side animations - Optimized the SubTick ping compensation path inside of UTPlusDummy - Reverted Shock Rifle to use the previous Client Fire approach for more consistency - Fixed edge case bug where the player was unable to detonate enemy Shock Projectiles - Several bug fixes and improvements - Fix edge case in UTPlusDummy where CompEnd wouldn't be called
Improved Client Animations for Shock, Flak, and Sniper. Set defaults … …to False (#30) - Shock Rifle restore state ClientFiring to prevent firing on reload. Add checks to ClientFire and ClientAltFire to minimize desync - Sniper restore Client Side Animations to the previous working version - Flak shift Client Side Animations to BeginState in ClientFiring and ClientAltFiring to minimize desync on the client - Client Side Animations settings defaults set to False - bEnableEnhancedSplash settings for Rockets, Flak, and Ripper defaults set to False
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