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The major reason for the jitters is that the client knows that an object is
solid, but it doesn't have it added to the clientside physenv (which would
simulate it). Since the client doesn't know simulation, player movement is
predicted based on what it assumes are static objects. The server predicts
differently of course because of physics simulation. This change is then
sent to the client which makes the jitteriness appear.

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ts2do
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