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Ragdoll desync: body in rest server-side but active client-side #13559

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Regalis11 opened this issue Mar 15, 2024 · 0 comments
Open
1 of 2 tasks

Ragdoll desync: body in rest server-side but active client-side #13559

Regalis11 opened this issue Mar 15, 2024 · 0 comments
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Bug Something isn't working Code Programming task Networking Issue related to multiplayer or networking

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@Regalis11
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Disclaimers

  • I have searched the issue tracker to check if the issue has already been reported.
  • My issue happened while using mods.

What happened?

When a corpse is perfectly motionless for a while, it "goes to rest", disabling the physics for performance reasons (see Ragdoll.CheckBodyInRest). It seems this is not synced in any way, so the ragdoll can go to rest client-side when it's still active server-side. This can cause problems when e.g. dragging it with a harpoon gun: the harpoon appears to attach and move the character client-side, but the ragdoll keeps teleporting to the position where it's server-side.

Reproduction steps

  1. Kill a character
  2. Shoot it with a harpoon before it goes to rest (you can see this when debugdraw is enabled, the ragdoll's colliders turn black when it's inactive)
  3. If you get the timing right, you should see the ragdoll teleporting back to the initial position when you try to drag it.

Bug prevalence

Happens every now and then

Single player or multiplayer?

Single player

-

No response

Version

v1.2.8.0 (Winter Update hotfix 2)

-

No response

Which operating system did you encounter this bug on?

Windows

Relevant error messages and crash reports

No response

@Regalis11 Regalis11 added Bug Something isn't working Code Programming task Networking Issue related to multiplayer or networking labels Mar 15, 2024
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Labels
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