userBill Bcancel

7,038 Commits over 1,645 Days - 0.18cph!

4 Years Ago
Refactored my interpolator into the original.
comment
4 Years Ago
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
comment
4 Years Ago
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.
comment
4 Years Ago
Disable warning
comment
4 Years Ago
Just added some comments to Interpolator.cs for my own benefit
comment
4 Years Ago
Car handling tweaks
comment
4 Years Ago
Chase and and cockpit cam working - press F3 to switch between.
comment
4 Years Ago
Cockpit view has some juddering etc with movement
comment
4 Years Ago
Car super basic cockpit view
comment
4 Years Ago
Fixed car wheel visuals suspension issues
comment
4 Years Ago
Fixing car visuals
comment
4 Years Ago
Car rigidbody fixes. No more flickering when client-only.
comment
4 Years Ago
Scene
comment
4 Years Ago
Changing hard-coded values into proper ones
comment
4 Years Ago
Removing redundant stuff
comment
4 Years Ago
Now sending pertinent wheel stuff from the server
comment
4 Years Ago
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.
comment
4 Years Ago
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.
comment
4 Years Ago
Minor fixes
comment
4 Years Ago
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.
comment
4 Years Ago
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
comment
4 Years Ago
Minor fixes
comment
4 Years Ago
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.
comment
4 Years Ago
Going to try a different tactic with what wheel info I send. Committing what I have
comment
4 Years Ago
Vehicle conversion to networked model in progress
comment
4 Years Ago
Network conversion in progress
comment
4 Years Ago
Fixing/hiding a few warnings
comment
4 Years Ago
Broke the camera I think. Reverting to the original.
comment
4 Years Ago
Starting conversion of car scripts to use the networking system
comment
4 Years Ago
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.
comment
4 Years Ago
Killing warnings from TOD plugin. Figured "that shit" out.
comment
4 Years Ago
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.
comment
4 Years Ago
Initial driveable car import.
comment
4 Years Ago
Added ShowSize utility script
comment
4 Years Ago
Added keyboard shortcut for Bootstrap (Alt+B). Commented out a spammy debug print in ObjectPool. Updated project version to Unity 5.4.0f2.
comment
4 Years Ago
Moved Sonic Ether and Amplify Color assets in to Plugins as well.
comment
4 Years Ago
Removed orphaned meta files
comment
4 Years Ago
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.
comment