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There was two problems I was running into: 1. The move packet changed slightly, using a different way to encode the rotation. In hindsight, it should seem obvious they would encode it the same way for CommonSpawn and ActorMove. 2. write_quantized_rotation did it's order of operations wrong, and it would spit out nonsensical rotations. Both issues are fixed and you can see the other player's rotation correctly now! |
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.. | ||
workdefinitions | ||
customize_data.rs | ||
gamedata.rs | ||
mod.rs | ||
position.rs |