Make net.interp and net.buffer_size CVars CLIENT, REPLICATED instead of CLIENTONLY (#6196)

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
This commit is contained in:
DrSmugleaf
2025-09-16 19:16:12 -07:00
committed by GitHub
parent 058821c08b
commit a5047224bb

View File

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