userBill Bcancel

6,436 Commits over 1,522 Days - 0.18cph!

4 Years Ago
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
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4 Years Ago
Character fixes
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4 Years Ago
Oops, fixing errors in pervious commit.
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4 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
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4 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
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4 Years Ago
Minor fixes
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4 Years Ago
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
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4 Years Ago
4 Years Ago
Character conversion continues
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4 Years Ago
Ground FX script edit
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4 Years Ago
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
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4 Years Ago
Mergins character work back in.
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4 Years Ago
More in-progress character work.
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4 Years Ago
Simplifying and refactoring
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4 Years Ago
In the middle of character conversion. Everyting is broken so using a different temporary branch.
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4 Years Ago
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
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4 Years Ago
Capped the max number of inputs going to the server into a 1 second window.
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4 Years Ago
Replaced byte IDs with ushort IDs. We were always living on the edge a bit with only a 128 (half the size of byte) allowance to determine ID ordering.
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4 Years Ago
Just some basic built-in network emulation
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4 Years Ago
Decoupling simulation and adding input redundancy to guarantee delivery.
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4 Years Ago
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
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4 Years Ago
General clean up
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4 Years Ago
Proxy players now in and interpolating. Used the nice variable-delay interpolation that I wrote for the vehicles, so they'll always be just behind your latency and no more or less.
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4 Years Ago
Moved visuals to clients only, with a gizmo on server to see them if desired.
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4 Years Ago
Proxy players don't have character colliders anymore. Creating proxy script correctly. Changed hidden_changes file back - didn't mean to commit my local hidden changes.
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4 Years Ago
CSP character work
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4 Years Ago
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
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4 Years Ago
Minor fixes
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4 Years Ago
Let's not comment out vitally important stuff
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4 Years Ago
New, very basic character framework with lots of TODOs
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4 Years Ago
Basic new character framework
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4 Years Ago
Split vehicle interface out into a separate partial class to match this project's coding style
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4 Years Ago
Warning killing spree
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4 Years Ago
Got my fancier test map back
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4 Years Ago
Project version update
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4 Years Ago
Final fixes for vehicles
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4 Years Ago
Car impact detection working on the client now
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4 Years Ago
Fixed missing skidmarks tex
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4 Years Ago
Merging skidmark FX branch
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4 Years Ago
Added skidmarks support
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4 Years Ago
Removing errant Debug.Logs
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4 Years Ago
Merging car audio into Main
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4 Years Ago
Car audio all working.
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4 Years Ago
Basic car audio in and working. Just needs some tweaks.
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4 Years Ago
Merging vehicle branch work into the main branch.
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4 Years Ago
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
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4 Years Ago
Oops, minor fix to the previous commit
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4 Years Ago
Vehicle interpolation work complete and tested.
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4 Years Ago
Refactored my interpolator into the original.
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4 Years Ago
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
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