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  1. #101
    Whicked Sick Higor's Avatar
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    Cleaned up the horrors in Jetpack's toggling code, should be a lot more responsive.
    Jetpack now supports ExtendedClientMove plugin for clientside simulation of the jetpack's push, displaying the player at his/hear real altitude and with almost smooth movement.

    ============
    ExtendedClientMove_0001
    Beta plugin that extends a client player's movement update so that it also takes into account velocity changing events other than Jumps and Movement axes, causing more accurate simulation of the player's location in high latency games.

    The default player's movement commands are stored for both replication and validation, when a movement command becomes older than the player's position in the server, it is discarded.
    When a movement command is generated it's sent to server so it's applied there as well, and it gets stored for a while just in case the server decides to rectify the player's position.
    When the server triggers a player position rectification (every 2 or so frames in normal games or when position inconsistencies occur in NewNet), the server sends the player his current location. When the player receives that location (with it's corresponding delay), it will apply the stored movement's axes to it, moving ahead in time again.
    Problem is, that if something causes the player to change his velocity (non-colliding triggers), said velocity change doesn't get simulated during position rectification and the player will visibly teleport short distances from his perspective (lagged super booster effect).
    The most recent velocity changes are stored with a timestamp just like player's movement commands and processed along them with this plugin in order to keep movement smoother and more consistant to what happens on the server and what other players see.
    This also indirectly helps LCWeapons with it's positional validations avoiding rejected hits.

  2. #102
    Whicked Sick Higor's Avatar
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    Scoreboard will draw a team's custom name instead of the team color (when there is one), only spectators logged as admin may change team names using TeamName command. (TEAMNAME TEAM NAME)
    Fixed weird player movement when jumping off a platform.
    Antigravity platform now supports ExtendedClientMove.

  3. #103
    Whicked Sick Higor's Avatar
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    Buildings now internally keep track of all the RU invested on them, as well as the RU leeched from enemies.
    Building removal RU return rescaled to give a percentage of the RU invested, % goes 40 (no health) to 80 (full health).
    Building visuals get replicated to clients if they change.
    sgItem reworked for better mutator compatibility, multiple items, and combined visuals with the main item to give.
    Cleaned up sgBaseCore code.
    sgItemShielbelt's collision reduced to match it's visual.

    A preview of the new visual:

  4. #104
    Whicked Sick Higor's Avatar
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    Jetpack can now be replaced by Super Jetpack without suiciding.
    Scoreboard brightness can be adjusted using the constructor GUI, useful for screenshots.


  5. #105
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    lol at the blaze is noob teamname

  6. #106
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    Buildings can now be insta-built if the Siege profile allows it.
    Log warnings removed at map start and dying with spawn protection on.
    SCUBAGear will only auto-activate if picked up under water.
    Fixed error in velocity alteration in clientside jetpacks.

    Released as 0014.

  7. #107
    Whicked Sick Higor's Avatar
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    Changes for 0015 from here

    Bindless Jetpack implemented:
    - No longer alters jump bind.
    - Requires Walk or Duck bind to fly instead (works with all default bindsets).
    - Holding Walk = normal flight.
    - Holding Duck = hover flight (no altitude is gained).
    - No longer uses states.
    - Code greatly simplified, works on all Pawns now (theoretically Botz can use it if they alter bRun or bDuck on themselves).
    - Holding Walk or Duck before jumping or coming out of water immediatly turns on the jetpack.
    - Since activation is read from the player's Input instead of a replicated bind, there is better client/server sincronization.
    - Client no longer has authority on activation/deactivation, meaning that players with over 300 ping won't have problems activating it.
    - Jetpack no longer writes data into UnrealTournament.ini (both client and server).
    ------------------------------------- * -------------------------------------

  8. #108
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    Jetpack no longer uses EXM plugin.
    - Lagless simulation of flight 99% accurate and in the same page as client <-> server updates without extra mods.

    HUD timer now uses the same digital numbers as armor and health, credits to @~V~

    JetTrail code cleanup.

  9. #109
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    Protectors reworked.

    - Projectiles are held in memory instead of new ones being created, that solves huge waiting times during map switches after long games and reduces both server and client memory usage.
    --- Server version of projectiles won't spawn impact effects anymore (unless listen server).
    --- The replication buffer is a 32 element array with: Location, Compressed rotation, Projectile ID.

    - Projectiles are now simulated from the buffer instead or replicated.
    --- Simulated hit sound.
    --- Projectiles won't appear to go through enemy buildings (now it shows the real serverside behaviour)

    - Projectiles's velocity will be affected properly when going in and out of water.
    - Projectiles won't spawn bubbles after leaving water.
    - Projectiles' aim error formula changed to a wider cone, but with more chance for well centered shots.
    --- 360º is 65536 in UT. >> From Rand(-100,100) to Rand(-300,300) * FRand(0,1)

  10. #110
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    Jetpack displays usage instructions after jumping once with it.
    Super Protector projectile's hit effects are also kept for multiple uses.
    Containers no longer attempt to remove enemy buildings about to be destroyed from their heal list, should fix a very rare >10million iteration crash.

    Released as 0015

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