安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
To the dev "Stellar":
You are doing God's work making this mod... please let me know if there is anything I can do to help get you more info for fixing this.
So yeah if the dev is down I would be so happy to lend any support in investigating this. I hate to pull the "I'm a SWE" card but I would be happy to take a look at the code as well :)
This should hopefully be fixed now.
// Here we block network updates on partial ticks.
// This is needed because once keyframes are created, they will be reused every partial tick until the next full tick when they are recreated.
// If NetReceive code changes the state of entities in the world before a partial tick, the changes will be overwritten and lost when the interpolation system sets entity states based on existing keyframes.
// The result will effectively be massive packet loss, as most ticks are partial ticks when running at high framerate.
// If we defer network updates so that they only happen when the next tick is a full tick, we can ensure that new keyframes will always be created after the NetReceive code has run, and nothing will be overwritten.