13,836 Commits over 2,953 Days - 0.20cph!
Merge building and character updates
Reset FOV when aiming down sights and deselecting weapon, or when entering a vehicle
Simpler forced vehicle exit, since I found out I don't need to worry about the player object being destroyed on disconnect
Fixing double input events when entering vehicles that could sometimes dump you straight back out. Let's just not clear the input and deal with it.
Adding framework for vehicle exit when disconnecting. Not tested yet.
Got basic weapon firing and reloading working on proxys again. Might be a bit of the mess but the changes are pretty simple.
More lenient vehicle exit space check. Decided not to let the player exit vehicle in ANY situation, as it allowed parking up against a wall and exiting a vehicle as a pro strat to teleport to the other side.
Disabling animation on invisible players
Oops, removing my spammy debug print
Disabling player eye code when in vehicles.
Rev 1532 killed ground fx for vehicles. Bringing them back while also keeping Paul's changes.
Fixed issues with vehicle going between active/inactive states
In-vehicle state changing work
Removing old player input stuff that's no longer used
Merging in vehicle changes
Remove redundant meta files
Vehicles now have three possible states - disable a lot of stuff when not being used.
Driveable vehicle materials updated to match static vehicle mats
Fixed jittery audio on client/server vehicles. Unfortunately this also means no more doppler effect on vehicles.
Camera switching improvements
Show your own character when in vehicles
Proxy colliders now shrink when crouched (the same as character colliders do already)
Fixed animation jitter on proxy players
Vehicle exit space check checks actual up, not car up, letting players escape upside-down vehicles.
Added missing car audio prefab assignment
Removing code duplication, fixing issues from the previous merge, getting player state sync all working properly
Cleanup from the previous revert - keeping the good bits.
Reverting character statc sync changes. Didn't see the Flags param in CharacterMotorState - this can be done a simpler way.
Changing variable interpolation clock a little in my work to improve vehicle jitter
Character now replicating full state to proxys and correctly on server. Some code duplication that could be improved. Proxy animations working, but with some jitter I need to check out.
Minor engine sound fix for getting back in
Added engine start and stop sounds to the vehicle
No more car engine sound when it's not being used. Changed check for client init so it works in CLIENT+SERVER mode. Client init was getting cancelled since server init has already set the var.
Fixed players falling through vehicles when standing on them.
Finally got player-in-vehicle initial sync working. OnClientInitialize manual call here is a bit hacky.
Preventing vehicle interaction text when someone is already in a vehicle.
Setting players as NetworkEntity children of vehicles when they enter. Refactored NetworkEntity to allow for setting null parents. Added support for booleans in RPCs
NetworkEmulator comment edit only
Removed latency emulator calls per request
Removing old vehicle test classes
Change enter vehicle text since we only have drivers at this stage.
Changed car from four seats to one, driver only.
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).