Comments (2)
An amendment to above. I've also noticed performance degradation overtime, as you play on maps with vehicles involved. Seems fine for the first few minutes but after awhile, especially on Onslaught. The framerate trickles down to low frames.
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This is the culprit of the performance degradation. It also causes the server to crash given enough time or players/bots entering vehicles. I believe it is ultimately a memory leak.
function DriverEnteredVehicle(Vehicle V, Pawn P)
{
SpawnCollisionCopy(V);
if( NextMutator != none )
NextMutator.DriverEnteredVehicle(V, P);
}
Shouldn't the copy be removed when the player exits the vehicle? What about when the vehicle dies?
I wasn't sure how to resolve it so I removed this function in my local version, with the caveat that NewNet features don't work on vehicles. You have to led your target like there was no ping compensation. That's OK though, vehicles are big and slow.
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