This last week, the team has been mostly focused on ironing out some latency artifacts that crop up between client and host/server. These mostly seem to be ping-related, but a consistent experience is the goal, even for higher-latency connections. What this means in practice is that a player on an internet connection with more latency (higher ping) is likely to experience a little “rubber banding” where the server has to correct some of their predictions. Other effects though, like the appearance of shots and special effects, should be pretty consistent.
Oh, also we have gibs. Currently tracking a weird issue on them, as illustrated below, where they move naturally on the host/server but simulate more quickly on clients. Still, so satisfying to see killed players burst into pieces.