13,134 Commits over 2,800 Days - 0.20cph!
Oops, fixing errors in pervious commit.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
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)
Character conversion continues
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Mergins character work back in.
More in-progress character work.
Simplifying and refactoring
In the middle of character conversion. Everyting is broken so using a different temporary branch.
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
Capped the max number of inputs going to the server into a 1 second window.
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.
Just some basic built-in network emulation
Decoupling simulation and adding input redundancy to guarantee delivery.
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
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.
Moved visuals to clients only, with a gizmo on server to see them if desired.
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.
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
Let's not comment out vitally important stuff
New, very basic character framework with lots of TODOs
Basic new character framework
Split vehicle interface out into a separate partial class to match this project's coding style
Got my fancier test map back
Car impact detection working on the client now
Fixed missing skidmarks tex
Merging skidmark FX branch
Removing errant Debug.Logs
Merging car audio into Main
Basic car audio in and working. Just needs some tweaks.
Merging vehicle branch work into the main branch.
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Oops, minor fix to the previous commit
Vehicle interpolation work complete and tested.
Refactored my interpolator into the original.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
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.