branchrust_reboot/main/separated_physics_scenescancel
4 Commits over 0 Days - ∞cph!
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode
- something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
merge from SeparatePhysicsScenes