4,370 Commits over 1,308 Days - 0.14cph!
Looks terrible but client inputs->server calc->sending state back to client is working now. Gonna have to calculate the wheel movement on the client though. Way too glitchy when sent at 30fps from server as it is now. Wheels are freaking out.
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
Setting up the clients to receive the vehicle pos/rot plus the wheel pos/rot for each wheel (plus overall velocity). Seems as simple as I can get it for now.
Going to try a different tactic with what wheel info I send. Committing what I have
Vehicle conversion to networked model in progress
Network conversion in progress
Fixing/hiding a few warnings
Broke the camera I think. Reverting to the original.
Starting conversion of car scripts to use the networking system
Killing warnings (unless they look relevant to recent work - i.e. Building editor) by fixing them. Making it easier to see if *I* mess something up.
Killing warnings from TOD plugin. Figured "that shit" out.
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.
Initial driveable car import.
Added ShowSize utility script
Added keyboard shortcut for Bootstrap (Alt+B). Commented out a spammy debug print in ObjectPool. Updated project version to Unity 5.4.0f2.
Moved Sonic Ether and Amplify Color assets in to Plugins as well.
Removed orphaned meta files
Moved all assets in "Third Party" into "Plugins" instead. Code in "Plugins" or "Standard Assets" folders does not get recompiled every time, which can save some time. Sort of a poor man's DLL. Note that code in Standard Assets/Plugins can only communicate one-way though: Other code can see it, but it can't see out.