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<title>bunkerqvm, branch extrapol</title>
<subtitle>Old QVM used on Der Bunker.
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<entry>
<title>Trying a different way of calculating time_since.</title>
<updated>2017-08-14T14:43:45+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:43:45+00:00</published>
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<entry>
<title>I think I forgot something.</title>
<updated>2017-08-14T14:37:42+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:37:42+00:00</published>
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<entry>
<title>Add more extrapolation debugging.</title>
<updated>2017-08-14T14:34:42+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:34:42+00:00</published>
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<entry>
<title>For fuck's sake.</title>
<updated>2017-08-14T14:28:37+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:28:37+00:00</published>
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<entry>
<title>That wasn't a sign error.</title>
<updated>2017-08-14T14:27:26+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:27:26+00:00</published>
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<entry>
<title>Fix a sign error in player extrapolation.</title>
<updated>2017-08-14T14:21:46+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:21:46+00:00</published>
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<entry>
<title>Fix a few errors in player extrapolation.</title>
<updated>2017-08-14T14:19:21+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T14:19:21+00:00</published>
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<entry>
<title>Implement player extrapolation.</title>
<updated>2017-08-14T11:31:00+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-08-14T11:07:27+00:00</published>
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If a player doesn't send client frames fast enough then there will be some server frames where they don't move. This is visible as 'warping' and is generally very undesirable. Extrapolation tries to fix the problem by filling in the missing data by continuing player's trajectory.
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If a player doesn't send client frames fast enough then there will be some server frames where they don't move. This is visible as 'warping' and is generally very undesirable. Extrapolation tries to fix the problem by filling in the missing data by continuing player's trajectory.
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</entry>
<entry>
<title>fix a crash when !invisible is used</title>
<updated>2017-07-09T12:50:33+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2017-07-09T05:38:35+00:00</published>
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clientPersistent_t::connection can be NULL (and is prolongedly so after a map restart, because the PTRC functionality is broken)

no idea why the code was referring to something in a clientRecord_t, it's probably just by stupidity
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clientPersistent_t::connection can be NULL (and is prolongedly so after a map restart, because the PTRC functionality is broken)

no idea why the code was referring to something in a clientRecord_t, it's probably just by stupidity
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</entry>
<entry>
<title>Don't build anything but game libs by default.</title>
<updated>2017-06-25T17:44:04+00:00</updated>
<author>
<name>Paweł Redman</name>
<email>pawel.redman@gmail.com</email>
</author>
<published>2017-06-25T17:44:04+00:00</published>
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