is not being
interpolated due to ShouldInterpolate() returning false.
Date: Sun, 31 May 2015 02:37:01 +0100
From: st...@swires.me
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Solution to laggy first-person spectating
Your fix is a hack, not a fix, let's get that right for a start. If you
Greetings everyone,
There is a bug with the codebase where in
some situations the first person spectating of other players can become
very laggy, as interpolation for m_angEyeAngles stops.
This bug
is present in TF2's code as well as I've seen it there too. The
issue is that the player's
.
--
Date: Sun, 31 May 2015 02:25:52 +0100
From: st...@swires.me
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Solution to laggy first-person spectating
It's not a bug with the code base and that isn't the proper way to fix it.
This is how Valve's games
It's not a bug with the code base and that isn't the proper way to fix it.
This is how Valve's games handle it:
https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93q=m_iv_angEyeAngles
On Sun, May 31, 2015 at 2:21 AM, Peter McKeown pmckeown2...@hotmail.com
wrote:
Greetings
Greetings everyone,
There is an intermittent bug with the codebase where in
some situations the first person spectating of other players can become
very laggy, as interpolation for m_angEyeAngles stops. This problem is most
easily found when the spectator target's viewmodel is hidden and
@list.valvesoftware.com
Subject: Re: [hlcoders] Solution to laggy first-person spectating
It's not a bug with the code base and that isn't the proper way to fix it. This
is how Valve's games handle it:
https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93q=m_iv_angEyeAngles
On Sun, May 31, 2015
Apologies for the double post, encountered an error in Outlook.
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 31 May 2015 02:27:42 +0100
Subject: [hlcoders] Solution to laggy first-person spectating
Greetings everyone,
There is an intermittent bug
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