You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Sep 3, 2022. It is now read-only.
In the original league, packets only have a TeleportId if the HasTeleportID field is set. Also in the LS it is possible to create a visibility packet containing MovementData without this field set. And in general, the useTeleportID parameter is used too often, instead of just two cases: teleportation and appearance in the field of view - because of this, the client fails to smooth the movement
The text was updated successfully, but these errors were encountered:
I wrote "progress" because I still have to use teleportation for collisions. Otherwise, collision avoidance comes into play and the minions go in different directions. They are already trying to do this, but in the *indev* branch they are teleported away every tick of the server. This also looks ugly, but I decided to keep this behavior.
At least now, instead of recalculating the entire path, a collision only changes the zero point of the path. And this is usually enough, because the collision only throws the unit back a little.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
In the original league, packets only have a
TeleportId
if theHasTeleportID
field is set. Also in the LS it is possible to create a visibility packet containingMovementData
without this field set. And in general, theuseTeleportID
parameter is used too often, instead of just two cases: teleportation and appearance in the field of view - because of this, the client fails to smooth the movementThe text was updated successfully, but these errors were encountered: