Rewatching the replay of match 61856 (same match reference in my previous low FPS report thread) with "cl_hitbox_debug 1" enabled, I noted that hitboxes persist a long time afterdeath.
The first screenshot here shows the hitboxes of creeps persisting after they are dead. The hitboxes shown are upwards of 30-60 seconds post-expiration.
The second screenshot shows the patron (potentially) attacking a recently deceased creep. It's possible that the patron was releasing an attack after acquiring the target creep when it was alive, but while watching the replay with the debug view enabled, the behaviour seemed curious, and I thought it was worth noting.
Credit to @humonculi for noting it on the discord server in deadlock chat, prompting me to observe it myself.
This behaviour was observed in replays and offline bot tests. In offline bot tests, behaviour was observed using both sv_hitbox_debug and cl_hitbox_debug views. It's entirely possible its a bug with how hitboxes are culled in the debug view, but given recent FPS issues i thought I would flag it.
The first screenshot here shows the hitboxes of creeps persisting after they are dead. The hitboxes shown are upwards of 30-60 seconds post-expiration.
The second screenshot shows the patron (potentially) attacking a recently deceased creep. It's possible that the patron was releasing an attack after acquiring the target creep when it was alive, but while watching the replay with the debug view enabled, the behaviour seemed curious, and I thought it was worth noting.
Credit to @humonculi for noting it on the discord server in deadlock chat, prompting me to observe it myself.
This behaviour was observed in replays and offline bot tests. In offline bot tests, behaviour was observed using both sv_hitbox_debug and cl_hitbox_debug views. It's entirely possible its a bug with how hitboxes are culled in the debug view, but given recent FPS issues i thought I would flag it.