Netcode and client side prediction (CSP) system has been reworked and improved.
The game update method was switched to a fixed frame step (16Hz). Now the game state is deterministic and also fully predictable. Client uses interpolation between frames for smooth rendering. Client physics and logic rate (16Hz) is not dependent on the rendering frame rate anymore.
CSP error checking and resolving methods was added to the server reconciliation system on the client. Server reconciliation system is running in a separate process.
Event buffer/queue was added to the server which is used for ping spikes resolving.
Netcode is slowly switching to a new network packets and serializers.
The video demonstrates simulation of the worst network condititions, such as ~2000ms lag and 5% packet loss.