If a state from the server is received in the future (which can happen
if the server is forced to a rewind), make sure to still replay the state.
This commit is contained in:
parent
0cc3a2d63f
commit
f772c090ec
@ -295,7 +295,8 @@ void RewindQueue::mergeNetworkData(float world_time, float dt,
|
|||||||
|
|
||||||
|
|
||||||
// Check if a rewind is necessary
|
// Check if a rewind is necessary
|
||||||
if (tsi->getTime() < world_time)
|
if (tsi->getTime() < world_time ||
|
||||||
|
(*i)->isState() && tsi == m_time_step_info.back())
|
||||||
{
|
{
|
||||||
*needs_rewind = true;
|
*needs_rewind = true;
|
||||||
if (tsi->getTime() < *rewind_time) *rewind_time = tsi->getTime();
|
if (tsi->getTime() < *rewind_time) *rewind_time = tsi->getTime();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user