1 Hour Ago
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick. - Included properly in save/load for players joining network range SendModelState was running every player tick. This was using 54 bytes per player per tick. The player was wastefully saving/loading this information as well (but not all of it, only some of it) This was also expensive ms wise on the server - this will cut it back