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Weird networked camera.orbitObject behavior [56k warning]


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When telling a client.camera to orbitobject around a serverside object, it will work as expected. Perfect!


However, upon



While the camera will perform smoothly on a localclient connection,


any clients attempting to connect through gameconnection means will have a positively jerky experience.


The camera will function fine in newtonmode as long as it's not tracking a moving serverside object. I'm convinced it's a networking issue given the circumstances but I don't know how to go about fixing it.

Help pl0x?

PS: Running T3D 3.10

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