Leon Friedrich
Leon Friedrich
> Now localization is separate for server and client! > Maybe in the context of SS14 it might be, a bit odd, but in the context of a game engine...
This feels like a bad solution. I agree that info and some warning logs should avoid leaking information to players, but if there are legitimate errors they should get logged....
Marking as DNM, because I'm going to rework entity system dependency injection so that toolshed commands can be used before systems are initialized sometime after the content PRs are merged....
I'm going to look into replacing the sprite key `object` methods & fields with a simple union/ struct thats contains either an enum or string along with a yaml serializer,...
I have to think about it a bit, but I'm pretty sure lerping client-side physics entities should be fine, and is something we want, because physics updates can still happen...
> I don't know how to fix LERP(as of now). Its implementation seems to be reliant on server-states, because locally it sets the positions of entities Lerping shouldn't change the...
I know this issue is mostly about how to fix the problem in general, not the specific components causing problems, but I had a look through grafana for components where...
This has nothing to do with the delete command, its just an issue with the `prototyped` command doesn't handle nonexistent / deleted entities.
> again easy way is serialize as just EntityUid then TryComp and use a detailed error message (if non optional) when reading it Its not that easy, because data /...
> but I wanted to discuss direction and collect possible minimum requirements for merging. I've never looked into how language servers work or how to implement one, and have only...