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Make net.interp and net.buffer_size CVars CLIENT, REPLICATED instead of CLIENTONLY (#6196)
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
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@@ -132,13 +132,13 @@ namespace Robust.Shared
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/// Whether to interpolate between server game states for render frames on the client.
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/// </summary>
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public static readonly CVarDef<bool> NetInterp =
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CVarDef.Create("net.interp", true, CVar.ARCHIVE | CVar.CLIENTONLY);
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CVarDef.Create("net.interp", true, CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
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/// <summary>
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/// The target number of game states to keep buffered up to smooth out network inconsistency.
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/// </summary>
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public static readonly CVarDef<int> NetBufferSize =
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CVarDef.Create("net.buffer_size", 2, CVar.ARCHIVE | CVar.CLIENTONLY);
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CVarDef.Create("net.buffer_size", 2, CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
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/// <summary>
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/// The maximum size of the game state buffer. If this is exceeded the client will request a full game state.
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