Final round marker seems to check for non-collisions too quickly on occasion. #23

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opened 2025-07-20 20:37:51 -04:00 by ActualHorse · 1 comment
Owner

I'm too excited to check this further right now because the bugs with the final round syncing are finally resolved to my satisfaction, but one other bug appears to have shown itself. If a marker detects no collisions, it will occasionally fire the event too quickly, rather than waiting the designated eight ticks.

This could possibly be dependent on the number of synced players, which would be a very annoying bug, but is theoretically possible, I guess.

I'm too excited to check this further right now because the bugs with the final round syncing are finally resolved to my satisfaction, but one other bug appears to have shown itself. If a marker detects no collisions, it will occasionally fire the event too quickly, rather than waiting the designated eight ticks. This could possibly be dependent on the number of synced players, which would be a very annoying bug, but is theoretically possible, I guess.
ActualHorse added this to the v0.5 milestone 2025-07-20 20:37:51 -04:00
ActualHorse added the
Type
Bug
Priority
A
labels 2025-07-20 20:37:51 -04:00
ActualHorse self-assigned this 2025-07-20 20:37:51 -04:00
Author
Owner

Another simple fix. The markers were being activated on every client, and therefore running the collision check loop once for every player in the game, for every marker. Only activating the marker on its owner fixes this issue.

Another simple fix. The markers were being activated on every client, and therefore running the collision check loop once for every player in the game, for every marker. Only activating the marker on its owner fixes this issue.
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