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Label: 1.6, Odyssey Gravship multifaction implementation is completely missing and hasn't been tested.
Label: 1.6, Desync I’m not entirely sure about this one. We haven’t received any reports from others, but I’ve encountered it frequently myself. It might be tied to a specific...
Label: Enhancement Read for more context: #632 @SokyranTheDragon proposes a change: https://github.com/rwmt/Multiplayer/pull/632#issuecomment-3217283333 In short: The proposal aims to ensure that syncing does not happen for the entire duration of any...
Label: 1.6, desync Sync repair dev gizmo in: CompBreakdownable.CompGetGizmoExtra I didn’t do it because no separate lambda was created for the gizmo. It might be fine to just synchronize the...
Label: 1.6, Odyssey, Enhancement #635 might just be a temporary fix and needs to be revisited. I couldn’t find a proper explanation or a better solution for this issue.
Label: 1.6, Odyssey, Bug, low prio, Desync Not game-breaking - resync works fine. Reproduce: - Use gravship to fly to an anchored map - Press abort landing - Sometimes the...
Label: 1.6, Odyssey, Enhancement, Low Priority The current implementation of Gravship uses sessions to pause the game in certain situations. This works fine for all cases except the session used...
Label: 1.6, Odyssey, Enhancement Currently, the last timespeed is set after the gravship lands. In singleplayer, it gets reset to normal. We should do the same in multiplayer as well.
Label: 1.6 There’s a working solution for Prepatcher: https://github.com/Zetrith/Prepatcher/pull/30. I’ve personally tested the Provocation Ritual, and we’ve also received feedback that this version is functioning as expected. We previously encountered...
Label: 1.6, Odyssey, Low Prio, Bug Reproduce: - Start new game with gravship scenario - Host server - Save Game - Quit - Host same save again ``` Called DrawWorldLayers()...