13,234 Commits over 2,830 Days - 0.19cph!
Got separate Client/Server working correctly (+some minor cleanup). The main issue was that PlayableCharacter.Server would assign a new PlayerState to currentState every tick, even if there were no inputs to process. This meant that often states were getting sent with an ID of zero, which freaked the client out. Also made server only send state when there's new state to send (i.e. <0 inputs have been processed since last time).
Reducing duplicated code. Add character controller reference back in
Simple vehicle interaction text edit, pluis removing superfluous meta files.
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Better vehicle enter/exit support in separate Client/Server mode
Fixed for errors in CLIENT/SERVER only modes
Missed one file in previous comit apparently
Fixes. The check for space to exit a vehicle is working correctly now.
Fix for debug capsule visuals
Basic entering and exiting vehicles working. Exiting vehicle boots player but camera doesn't follow correctly yet.
Vehicles are no longer NetworkPlayers, just network entities
Connecting drivers to vehicles
Moved some vehicle code from Cars to general Vehicles
Vehicle interaction fixes
Added some temp character movement back in just for testing in this branch.
Vehicle seat work, minor charater work
Just moving vehicle files
Merging for restructuring experiment.
Character structural redesign
Verchle structure changes merge
Merged vehicle file input changes that couldn't be done directly in the previous merge
Merge from player input/motor branch
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
Some initial work on vehicle interaction (entering vehicles)
Fixed issue with the variable delay interpolator where changes in the delay would "snap" characters or vehicles
Added warning banner to network emulator
Fix bootstrap starting with car instead of character
Moved my budget network emulator out into its own class. Some other minor fixes.
Unneeded stuff now that they're MBehaviours
Basics of chaging NetCharacter to be a MonoBehaviour
Just removing some debug prints
Fixed my dumb errors, code isn't exactly gold but it works.
Simplifying things (or trying to)
Made NetCharacterLocal generic
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.