8,451 Commits over 2,131 Days - 0.17cph!
The beginnings of item trading
NetworkSyncStats. A spinoff from NPCStats
Character sync not for humans. Don't waste network bandwidth.
Moving inventory to server/owner only
Verious refactoring magic
More character refactoring. Still creating the outward-facing interfaces
Refactoring for persistent player stuff
Seeing if I can get rid of the necessary reference to the persistent side of a character on the client entirely. Seems promising.
PersistentPerson cleanup + more
Model and hitbox for owner and proxy
Rename character owner to character so it's no confusing re ClientOwner
Working on input changes. Going to make a shared base class for player inputs. Just split into Server/Client for now.
NetworkUser work. Has some issues
Various character refactoring
HeldItem stuff. Not sure this is a good implementation here, but it works.
Missed saving a couple of files in the previous commit
OnDirtyEvent for held items
CanHoldItemNow/CanBeHeldNow refactor
Mainly refactoring inventory to simplify
Blah blah, refactoring character