userBill Bcancel

13,134 Commits over 2,800 Days - 0.20cph!

8 Years Ago
Oops, fixing errors in pervious commit.
8 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
8 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
8 Years Ago
Minor fixes
8 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)
8 Years Ago
8 Years Ago
Character conversion continues
8 Years Ago
Ground FX script edit
8 Years Ago
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
8 Years Ago
Mergins character work back in.
8 Years Ago
More in-progress character work.
8 Years Ago
Simplifying and refactoring
8 Years Ago
In the middle of character conversion. Everyting is broken so using a different temporary branch.
8 Years Ago
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
8 Years Ago
Capped the max number of inputs going to the server into a 1 second window.
8 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.
8 Years Ago
Just some basic built-in network emulation
8 Years Ago
Decoupling simulation and adding input redundancy to guarantee delivery.
8 Years Ago
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
8 Years Ago
General clean up
8 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.
8 Years Ago
Moved visuals to clients only, with a gizmo on server to see them if desired.
8 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.
8 Years Ago
CSP character work
8 Years Ago
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
8 Years Ago
Minor fixes
8 Years Ago
Let's not comment out vitally important stuff
8 Years Ago
New, very basic character framework with lots of TODOs
8 Years Ago
Basic new character framework
8 Years Ago
Split vehicle interface out into a separate partial class to match this project's coding style
8 Years Ago
Warning killing spree
8 Years Ago
Got my fancier test map back
8 Years Ago
Project version update
8 Years Ago
Final fixes for vehicles
8 Years Ago
Car impact detection working on the client now
8 Years Ago
Fixed missing skidmarks tex
8 Years Ago
Merging skidmark FX branch
8 Years Ago
Added skidmarks support
8 Years Ago
Removing errant Debug.Logs
8 Years Ago
Merging car audio into Main
8 Years Ago
Car audio all working.
8 Years Ago
Basic car audio in and working. Just needs some tweaks.
8 Years Ago
Merging vehicle branch work into the main branch.
8 Years Ago
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
8 Years Ago
Oops, minor fix to the previous commit
8 Years Ago
Vehicle interpolation work complete and tested.
8 Years Ago
Refactored my interpolator into the original.
8 Years Ago
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
8 Years Ago
Beginnings of client interpolation work. Just duplicated the default interpolator for now. Moved Snapshot out of the Interpolator class so it's not super unwieldy to use in my own interpolator.
8 Years Ago
Disable warning