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Holopad networking rework #34112
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Holopad networking rework #34112
chromiumboy
wants to merge
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space-wizards:master
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chromiumboy:holopads-pvs-changes
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Has been approved by sloth on Discord Just double checking that everything is working correctly before merging |
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A: General Interactions
Area: General in-game interactions that don't relate to another area.
D2: Medium
Difficulty: A good amount of codebase knowledge required.
P2: Raised
Priority: Item has a raised priority, indicating it might get increased maintainer attention.
S: Approved
Status: Reviewed and approved by at least one maintainer; a PR may require another approval.
S: Needs Review
Status: Requires additional reviews before being fully accepted
size/M
Denotes a PR that changes 100-999 lines.
T: Bugfix
Type: Bugs and/or bugfixes
T: Cleanup
Type: Code clean-up, without being a full refactor or feature
T: Of Admin Interest
Type: Affects administration work a lot, and might require admins to weigh in on
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About the PR
This PR changes how data needed by holopad holograms is networked and managed
Why / Balance
The original approach for networking data for the holopad hologram sprites was client-authoritative. The server requested the the client for the player's sprite data, and then relayed this data to the other clients. There was consequently a possibility that cheat clients could relay sprite data of their own choosing. Here the networking has been reworked so that holopad users (and their equipped/held item) are added to the expanded PVS instead. Required data is now relayed via component states, rather than networked events, so holograms should have their proper appearance in replays. Support for clothing displacement maps has also been added
These changes were made to address multiple issues raised in #33986
Technical details
N/A
Media
Requirements
Breaking changes
The following potentially breaking changes have been made to holopads
Changelog
N/A