21 Commits over 30 Days - 0.03cph!
Defer removing entity from entities list on destroy
Don't process state update if we already processed one newer than that
IsController overload for specified player
Add Rpc support for entities it's kinda lame w/o codegen
Fix server applying double input to itself. Alter reconcile lerp speed. Add proper pings, calculate latency from average time of last 5 pings
Add AccurateMilliseconds to UniversalTime
Fix Network.ServerTime, add Ping + Ready messages. Don't create entity if already exists
Player.IsValid
SyncString + fix SyncPlayer nre
Fix input + state update intervals. Only allow public State/InputAttr properties
Try client sending to lobby owner.... add docs
Try using broadcastmessage but that doesnt work either
Seperate ISyncVar from SyncVar
Always set Sender to Local Player before sending event
Add docs to Player
Add internal method Network.FindOrCreatePlayer
Add player wrapper use that instead of Friend everywhere publically
InputAttribute. Simulate -> Tick. Added Simulate( bool isFirstTime ). Can assign controllers to entities. When entity has controller use BuildInput to set input props to be sent in cmd to server. Add reconciliation etc. All untested lul
Fix scuffed read/write + allow override SyncVar.GetValue
Start syncvar tests
Update and read sync vars as they change
Syncvar updating
Added UniversalTime utility class
Remove EntityState and add StateAttribute
Receive destroy entity updates. Find and cache properties with StateAttribute. Write/Read State for unreliable state updates. Client-side interpolation for transform state.