Network m_flCurrentFeetYaw to clients
I would like having some pose parameters networked to clients (namely m_flCurrentFeetYaw) so I can patch fake angles on clients, as well as the position of the head being screwed up when people move their view angles around too much.
This is directly related to https://github.com/Facepunch/garrysmod-issues/issues/3683 I believe.
+1
Would be surely pretty interesting to see m_flCurrentFeetYaw networked, if used properly with animation state it would patch not only fake-angles exploit but would fix hitreg for people who are rapidly shaking their view around or just moving around with some packet loss/choke on low tick rate servers, it would probably result in unsmooth movement/animations on players but who cares, Majority of DarkRP and TTT Garry's mod servers are running on tick rates as low as 16-22hertz meaning everything is already soo choppy and unsmooth that I doubt anyone would notice.
Speaking of low tick rate It would be welcome if default value of m_flTeleportDistSqr in lag compensation was increased or unlocked for people to customize, in its current state going on low tick rate server against kids with an unstable internet connection is hell as it's possible for them to break lag compensation by simply moving and jumping around.
A legitimate player will drop connection before they’re able to hit “m_flTeleportDistSqr”. If a player is moving that fast, the server will just use their latest position for hits rather than a history of time for the shooter. I don’t believe a legitimate player can batch up enough usercommands in a single update cycle to hit this limit reliably. Have you considered capping movement velocity yourself? That’s what CS:GO does.
Some darkrp servers are forced to run at incredibly low tick rate because of optimization issues (some are as low as 11 ticks/s)
A legitimate player will drop connection before they’re able to hit “m_flTeleportDistSqr”. If a player is moving that fast, the server will just use their latest position for hits rather than a history of time for the shooter. I don’t believe a legitimate player can batch up enough usercommands in a single update cycle to hit this limit reliably. Have you considered capping movement velocity yourself? That’s what CS:GO does.
That is very incorrect, hitting teleport dist takes as little as bad network settings (either server or client), if you are shooting at chokes bunch of packets and moves at velocities that Garry's mod has by default it is very easy to go past teleport dist, especially on idiotically low tick rate servers, I don't understand why so many people these days have fetish of running a 16 tick TTT servers on toasters, even 22 tick servers like Zombie Survival are hell to play on because headcrabs and some other zombies that are jumping at high velocities (800-1500 units/s) can easily exceed teleport dist.
Any update on this or #3683? This is still a major issue and short of spamming net messages and making a lot of it client-side authoritative (bad), there's no much we can do without these fixes.