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RevivalSync

[HIGHLY EXPERIMENTAL - expect game-breaking bugs, not for normal play] Singleplayer-feel multiplayer for R.E.P.O. Made by Revival.

CHANGELOG

Made by Revival

HIGHLY EXPERIMENTAL — testing phase. Prone to game-breaking bugs. Not for normal play.

1.0.4

  • Just some more tweaks.

1.0.3

  • Fixed choppy shadowed objects: Photon only sends packets when something changes, and the blend treated stale data as live — objects vibrated/drifted around old targets. Silence now correctly means "the host's copy is at rest exactly there", and while packets flow the blend leads the target by the data's age for continuous motion. Blends also use interpolation-aware physics moves instead of raw position writes (no more visible stepping)
  • Fixed cart desync when dragging from the body ("weak" mode): the local steering drive now engages only for handle grabs, matching what the host actually simulates
  • Doors and cabinets are simulated locally again — done right this time (the way the original NetworkingReworked did it): the game's own hinge logic (closing torque, latching, bounce, stabilization) runs on your machine, the local joint is kept and unbreakable, host decides breaks and we mirror them. Doors respond instantly (config: SimulateHinges)

1.0.2

  • CRITICAL: fixed the "no internet" bug (couldn't host or join, no error shown) that came back in 1.0.0/1.0.1. The new host-state capture hooked a PhotonNetwork method during mod loading, which force-starts Photon too early and silently kills all connectivity. The hook is now applied only after the game starts Photon itself. Update from 1.0.1 immediately.
  • CRITICAL: discovered that the sync system's update loops (passive blending, drift correction, cart steering assist, handbacks — the entire anti-desync machinery) never actually ran in ANY previous version: this game never runs Update on mod-created objects. The loops now ride verified in-game hooks. This is very likely the root cause of most desync reported so far — this version is effectively the architecture's first real run.

1.0.1

  • Marked the mod clearly as experimental/testing-phase in all package files
  • VerboseLogging is now ON by default and records everything the sync system does: object registrations, client-mode transitions, grabs/releases/throws, snaps (with reason and distance), handbacks, dedupes, stale-host-data warnings, and 10-second stats (registered objects, held objects, host packet flow)

1.0.0

  • Merged NetworkingRevived and NetworkTweaksRevived into one mod
  • Host state is now captured at the raw network-event level (the original NetworkingReworked's proven technique) — immune to component order, other mods' patches, and the silent capture failures that left carts without host data
  • Fixed held objects being skipped by drift correction when the game force-flags them "kinematic" for clients
  • Doors and cabinets reverted to host-driven (with smoothing): their springs, joints and breaking are host-managed game logic that cannot be replicated locally without the springy/broken-door bugs — this matches what the original NetworkingReworked did
  • Guaranteed cart steering, cargo riding, stuck-object snapping, velocity-aware drift correction, post-throw grace, timeout fix, LateUpdate dispatch and SmoothSync all carried over from the previous mods
  • VerboseLogging now prints per-second held-object diagnostics (speed, drift, host packet age)