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This is arguably more of a Facepunch bug but we can probably workaround it.
When a not-mounted Cloud model is spawned for the first time, we call the RPC SandboxGameManager.BroadcastMount() so everyone mounts it. If it mounts slower for some players than for the one who initiated the spawning (eg. if they already had it downloaded), other players will briefly see an error.mdl until the package mounts and it switches over visually.
However, only the visuals are hotswapped - the collisions (and possibly other physics) are not loaded by other players (presumably they need to be re-initialized when the 'model changes'?), so the prop can be walked through by other players.
The second spawn of a Cloud Model (once its already mounted) seems to work fine.
The text was updated successfully, but these errors were encountered:
This is arguably more of a Facepunch bug but we can probably workaround it.
When a not-mounted Cloud model is spawned for the first time, we call the RPC
SandboxGameManager.BroadcastMount()
so everyone mounts it. If it mounts slower for some players than for the one who initiated the spawning (eg. if they already had it downloaded), other players will briefly see an error.mdl until the package mounts and it switches over visually.However, only the visuals are hotswapped - the collisions (and possibly other physics) are not loaded by other players (presumably they need to be re-initialized when the 'model changes'?), so the prop can be walked through by other players.
The second spawn of a Cloud Model (once its already mounted) seems to work fine.
The text was updated successfully, but these errors were encountered: