8,451 Commits over 2,131 Days - 0.17cph!
Merging the updated save/load system into Main, this is usable now.
Block loading saves in CLIENT+SERVER mode
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
Major improvement to garbage gen on network sends. Character sends now generate ZERO garbage (down from >200KB) apart from the single BitConverter.GetBytes calls in NetworkServer. Other sends (vehicles etc) could be improved also with similar techniques (not using ToProtoBytes etc).
Fixed up AddRecord stuff I missed
Looking at pre allocated NetworkEntities.
Looking at merging level generation with NetworkLevel
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Working on Character active/inactive system. Fixing up some other stuff.
Moving caching scene entities to NetworkLevel.
NetworkLevel seems to be holding onto scene entities ok.
fixed jump not playing when character is unarmed
Return of the third-person view.
Fixed animation bug with 3rd-person view in CLIENT+SERVER mode when in vehicles.
Working on active/inactive character states. Bit broken currently
Fixed death code failing if the owner player wasn't connected.
Client and server ids now seem to be the same. Supressed spawning of pre allocated entities.
Renamed main NetworkPlayer classes to NetworkUser
player plays shooting animation when sprinting + shooting
Can't make as much go inactive as I'd hoped. Character needs to still react to changes in the world. Rearranging the system...
Fixed issues around being dead and disconnected and respawning and stuff
Fixed weird character hovering on player_motor bug
fixed crouch animations floating above ground
Only sending character state to proxys when it changes. Also simplified character state proto slightly
Renamed all variables that I could see.
Merged with networkuser branch
Client doesn't get to do any generation or level loading in listen server mode.
Made NetworkEntity inspector look nice.
Client destroys all prefabs and non globals
Removed unnecessary comment
Remove eye network stuff, it can all be sent in character state
Make sure we send character data when subscribers and groups change
Merging in character active/inactive branch
Rebuilt protobuf with merged magic.
NetworkPlayer -> NetworkUser rename fixes
Made skidmarks look better because it's not 1995 anymore and we can handle a single 4096-poly mesh. ??
Did I turn NPCs off? Turning them back on.
Nav obstacles for all props except beds.
Players connecting auto-select their first inventory slot item (if there's an item in the first slot)