userBill Bcancel

7,959 Commits over 1,795 Days - 0.18cph!

5 Years Ago
Character structural redesign
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5 Years Ago
Verchle structure changes merge
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5 Years Ago
Merged vehicle file input changes that couldn't be done directly in the previous merge
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5 Years Ago
Merge from player input/motor branch
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5 Years Ago
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
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5 Years Ago
Vehicle interaction work
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5 Years Ago
Some initial work on vehicle interaction (entering vehicles)
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5 Years Ago
Minor edits
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5 Years Ago
Fixed issue with the variable delay interpolator where changes in the delay would "snap" characters or vehicles
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5 Years Ago
Added warning banner to network emulator
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5 Years Ago
Fix bootstrap starting with car instead of character
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5 Years Ago
Moved my budget network emulator out into its own class. Some other minor fixes.
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5 Years Ago
Unneeded stuff now that they're MBehaviours
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5 Years Ago
Basics of chaging NetCharacter to be a MonoBehaviour
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5 Years Ago
Minor character changes.
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5 Years Ago
Just removing some debug prints
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5 Years Ago
Fixed my dumb errors, code isn't exactly gold but it works.
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5 Years Ago
Bug fixing
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5 Years Ago
Character refactoring
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5 Years Ago
Simplifying things (or trying to)
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5 Years Ago
Just a rename
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5 Years Ago
Made NetCharacterLocal generic
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5 Years Ago
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
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5 Years Ago
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
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5 Years Ago
Character fixes
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5 Years Ago
Oops, fixing errors in pervious commit.
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5 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
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5 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
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5 Years Ago
Minor fixes
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5 Years Ago
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
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5 Years Ago
5 Years Ago
Character conversion continues
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5 Years Ago
Ground FX script edit
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5 Years Ago
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
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5 Years Ago
Mergins character work back in.
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5 Years Ago
More in-progress character work.
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5 Years Ago
Simplifying and refactoring
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5 Years Ago
In the middle of character conversion. Everyting is broken so using a different temporary branch.
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5 Years Ago
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
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5 Years Ago
Capped the max number of inputs going to the server into a 1 second window.
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5 Years Ago
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.
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5 Years Ago
Just some basic built-in network emulation
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5 Years Ago
Decoupling simulation and adding input redundancy to guarantee delivery.
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5 Years Ago
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
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5 Years Ago
General clean up
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5 Years Ago
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.
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5 Years Ago
Moved visuals to clients only, with a gizmo on server to see them if desired.
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5 Years Ago
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.
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5 Years Ago
CSP character work
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5 Years Ago
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
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