userBill Bcancel
4 Years Ago
4 Years Ago
Just moving vehicle files
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4 Years Ago
Merging for restructuring experiment.
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4 Years Ago
Character structural redesign
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4 Years Ago
Verchle structure changes merge
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4 Years Ago
Merged vehicle file input changes that couldn't be done directly in the previous merge
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4 Years Ago
Merge from player input/motor branch
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4 Years Ago
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
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4 Years Ago
Vehicle interaction work
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4 Years Ago
Some initial work on vehicle interaction (entering vehicles)
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4 Years Ago
Minor edits
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4 Years Ago
Fixed issue with the variable delay interpolator where changes in the delay would "snap" characters or vehicles
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4 Years Ago
Added warning banner to network emulator
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4 Years Ago
Fix bootstrap starting with car instead of character
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4 Years Ago
Moved my budget network emulator out into its own class. Some other minor fixes.
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4 Years Ago
Unneeded stuff now that they're MBehaviours
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4 Years Ago
Basics of chaging NetCharacter to be a MonoBehaviour
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4 Years Ago
Minor character changes.
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4 Years Ago
Just removing some debug prints
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4 Years Ago
Fixed my dumb errors, code isn't exactly gold but it works.
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4 Years Ago
Bug fixing
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4 Years Ago
Character refactoring
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4 Years Ago
Simplifying things (or trying to)
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4 Years Ago
Just a rename
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4 Years Ago
Made NetCharacterLocal generic
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4 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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4 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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4 Years Ago
Character fixes
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4 Years Ago
Oops, fixing errors in pervious commit.
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4 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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4 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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4 Years Ago
Minor fixes
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4 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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4 Years Ago
4 Years Ago
Character conversion continues
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4 Years Ago
Ground FX script edit
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4 Years Ago
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
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4 Years Ago
Mergins character work back in.
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4 Years Ago
More in-progress character work.
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4 Years Ago
Simplifying and refactoring
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4 Years Ago
In the middle of character conversion. Everyting is broken so using a different temporary branch.
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4 Years Ago
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
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4 Years Ago
Capped the max number of inputs going to the server into a 1 second window.
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4 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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4 Years Ago
Just some basic built-in network emulation
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4 Years Ago
Decoupling simulation and adding input redundancy to guarantee delivery.
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4 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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4 Years Ago
General clean up
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4 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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4 Years Ago
Moved visuals to clients only, with a gizmo on server to see them if desired.
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4 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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4 Years Ago
CSP character work
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4 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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4 Years Ago
Minor fixes
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4 Years Ago
Let's not comment out vitally important stuff
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4 Years Ago
New, very basic character framework with lots of TODOs
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4 Years Ago
Basic new character framework
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4 Years Ago
Split vehicle interface out into a separate partial class to match this project's coding style
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4 Years Ago
Warning killing spree
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4 Years Ago
Got my fancier test map back
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4 Years Ago
Project version update
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4 Years Ago
Final fixes for vehicles
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4 Years Ago
Car impact detection working on the client now
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4 Years Ago
Fixed missing skidmarks tex
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4 Years Ago
Merging skidmark FX branch
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4 Years Ago
Added skidmarks support
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4 Years Ago
Removing errant Debug.Logs
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4 Years Ago
Merging car audio into Main
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4 Years Ago
Car audio all working.
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4 Years Ago
Basic car audio in and working. Just needs some tweaks.
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4 Years Ago
Merging vehicle branch work into the main branch.
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4 Years Ago
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
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4 Years Ago
Oops, minor fix to the previous commit
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4 Years Ago
Vehicle interpolation work complete and tested.
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4 Years Ago
Refactored my interpolator into the original.
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4 Years Ago
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
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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.
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4 Years Ago
Disable warning
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4 Years Ago
Just added some comments to Interpolator.cs for my own benefit
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4 Years Ago
Car handling tweaks
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4 Years Ago
Chase and and cockpit cam working - press F3 to switch between.
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4 Years Ago
Cockpit view has some juddering etc with movement
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4 Years Ago
Car super basic cockpit view
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4 Years Ago
Fixed car wheel visuals suspension issues
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4 Years Ago
Fixing car visuals
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4 Years Ago
Car rigidbody fixes. No more flickering when client-only.
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4 Years Ago
Scene
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4 Years Ago
Changing hard-coded values into proper ones
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4 Years Ago
Removing redundant stuff
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4 Years Ago
Now sending pertinent wheel stuff from the server
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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.
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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.
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4 Years Ago
Minor fixes
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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.
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4 Years Ago
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
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4 Years Ago
Minor fixes
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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.
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4 Years Ago
Going to try a different tactic with what wheel info I send. Committing what I have
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4 Years Ago
Vehicle conversion to networked model in progress
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