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[HL2MP] Make info_null and infodecal server-side#1046

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speedvoltage:info_null-and-infodecal-server-side-only
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[HL2MP] Make info_null and infodecal server-side#1046
speedvoltage wants to merge 1 commit into
ValveSoftware:masterfrom
speedvoltage:info_null-and-infodecal-server-side-only

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@speedvoltage
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@speedvoltage speedvoltage commented Mar 14, 2025

Issue:
The info_null and infodecal entities are currently not server-side, which leads to unnecessary networked edicts.

  • info_null serves as a placeholder or temporary entity, but it still gets briefly networked. This can lead to crashes due to hitting entity limits, especially on maps filled with temporary entities.
  • infodecal is used for applying decals but doesn’t need to be sent to clients. On larger maps, having too many infodecal entities can lead to edict exhaustion and, thereby, can cause crashes.

Fix:

  • Make info_null server-side only to stop it from being networked. This will help reduce crashes related to entity limits by allowing it to exist for a tick before being removed without being networked.
  • Change infodecal to be server-only to cut down on unnecessary edict usage. Since decals are usually static, they don’t need to be replicated on the client side. This will help avoid running out of edicts, especially on larger maps with numerous decals.

@henke37
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henke37 commented Mar 15, 2025

That is not an issue. That is stating a fact without explaining anything.

@Bitl
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Bitl commented Mar 16, 2025

Partial duplicate of #910?

@SirYodaJedi
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How does this affect named decals? How does the client know where to apply the decals?

Bitl added a commit to FIREFIGHT-RELOADED/FIREFIGHT-RELOADED-src-sdk-2013 that referenced this pull request Mar 31, 2025
@SirYodaJedi
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SirYodaJedi commented Jun 5, 2025

How does this affect named decals? How does the client know where to apply the decals?

It seems decals are networked using a different system from the edict system, so yes, it is safe to de-edict them.

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4 participants