[ALL] Predict func_conveyor player movement - #2043
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Network the exact conveyor velocity and whether it affects player movement, then apply it during client prediction. Rebuild conveyor movement state after restore and speed changes.
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Issue:
While looking for some additional prediction errors, I found that the server applies
func_conveyorvelocity to grounded players inCheckMovingGround, while the equivalent client prediction path is disabled. The client therefore predicts movement without the conveyor's base velocity, causing movement prediction errors and server corrections.Fix:
Network the conveyor movement state and apply its velocity during client prediction. Rebuild the conveyor state after restore and speed changes so the client and server simulate the same movement.
Before (affects accuracy of my movement here):
2026-08-31.21-38-58.mp4
After (clearing this level much faster and smoothly now):
2026-08-31.21-52-40.mp4