attribute 'class' not allowedattribute 'contenteditable' not allowedattribute 'blocktype' not allowed
Sometimes when you ran a trace for bullets in your weapons, players would often miss because by the time the input command is processed on the server, the target has moved. So we've hooked up Source's lag compensation system and fixed it up a little.
Lag compensation happens server-side during Simulate and essentially rewinds lag compensated entities to the position they were in when the client being simulated sent their input command. This means that traces will hit entities that the client would expect to be hit from their point-of-view.