11:30 < bridge> [teeworlds] why hasn't this been merged https://github.com/teeworlds/teeworlds/pull/2613 14:18 < bridge> [teeworlds] Reviewing takes time and is ungrateful work 14:19 < bridge> [teeworlds] Contributors come and go as their motivation spikes, maintainers are supposed to always be there on the span of a decade :) 14:19 < bridge> [teeworlds] i see 14:21 < bridge> [teeworlds] if the contributor is not active anymore can i PR the same thing? 16:22 < bridge> [teeworlds] Who made the grenade fix? 16:22 < bridge> [teeworlds] with direction being rounded? 16:22 < bridge> [teeworlds] my mod has server-side dummies which follow a specific path, always the same, and with the rounded m_Direction of the grenade projectiles he can not do the path with grenade jump as before 16:22 < bridge> [teeworlds] he fails 16:23 < bridge> [teeworlds] i think this needs a clientside fix because this is a physics change, not a visual glitch fix 16:23 < bridge> [teeworlds] so we need to revert the rounding and we need to fix it clientside 16:24 < bridge> [teeworlds] i mean, its not really noticeable for normal players, but my dummy shows that it has impact... 16:25 < bridge> [teeworlds] @Dune ? 16:51 < bridge> [teeworlds] @TsFreddie imo that's a good thing yeah. Sometimes issues stall because the PR is deadlocked by the contributor 16:51 < bridge> [teeworlds] @fokkonaut maybe redix? Look in the recently closed PRs 16:53 < bridge> [teeworlds] but is such a physics change okay? 16:53 < bridge> [teeworlds] because i think this is a client visual issue, not a server issue 16:53 < bridge> [teeworlds] the server should not round the position 16:53 < bridge> [teeworlds] lol 16:53 < bridge> [teeworlds] ah no wait 16:53 < bridge> [teeworlds] its the rounded Direction 16:54 < bridge> [teeworlds] that shouldnt happen imo 17:27 < bridge> [teeworlds] You cannot fix it client side without changing the protocol. For the normal game the precision in the snapshot is enough. Showing another path on client side is just wrong and prevents any sort of rocket jump prediction. The characters use quantization and so should all other physics elements. 17:27 < bridge> [teeworlds] The server should only use the values that it sends to the clients. 17:31 < bridge> [teeworlds] If it breaks your code just revert it 🙂 17:32 < bridge> [teeworlds] But you should at least keep the changes in the snap method 17:32 < bridge> [teeworlds] That at least reduces the client side error