4,370 Commits over 1,308 Days - 0.14cph!
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.
Just added some comments to Interpolator.cs for my own benefit
Chase and and cockpit cam working - press F3 to switch between.
Cockpit view has some juddering etc with movement
Car super basic cockpit view
Fixed car wheel visuals suspension issues
Car rigidbody fixes. No more flickering when client-only.
Changing hard-coded values into proper ones
Now sending pertinent wheel stuff from the server
A start at calculating wheels client-side instead of using data from the server. Gonna send some (different) data from the server though to make things better.
Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.