Network Replication
I Hate This
- Most entities have either networkReplicated = false; or networkReplicated = true; near the top of the entity outside the edit field. They determine how entities are broadcasted to clients, but they often create many visual issues or crashes when set to true.
- For example: a network replicated door obstacle will have a positioning offset that is located at a slightly incorrect location for clients. The effect is greater the farther away the entity is from 0, 0, 0 spawn. This applies to every network replicated entity but the effects are gradually more noticeable from further distances.
- Network replicated entities located beyond the coordinates of x = 500, y = 500, z = 200 will be unplayable for clients.
Entity offsets are roughly 0.6% closer to 0, 0, 0 spawn for clients.