I was just wondering how people go about representing fixed events in their client snapshot updates that might have occured for only a portion of the time between the updates.
For example, snapshot updates are sent from the server to the clients every 50ms. However, the player only crounched for 40ms (unlikely I know, but go with it for the example) and this happened between tick 1 and tick 2.
So in the tick 1 snapshot to the clients the player is not crouching, and nor are they in tick 2, meaning that other people will not see them crouch.
Do I have to decide what is important to the gameplay and make sure that these events are propogated to the client for the relevant tick, or is it normal just to ignore any events that are not impacting at the time the snapshot occurs?
Any thoughts or pointers on how other people accomplish this would be much appreciated!