2,988 Commits over 578 Days - 0.22cph!
Throw error if greater > 31 packed SyncVars
New Implementation is done! 🎉
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
Add support for Pack=True/False.
Unpacked SyncVars are sent immediately when changed.
Removed old SyncVar implementation
Successful queue, sending and receiving on new code generator implementation.
Stripped out another overhead byte not needed with our new solution.
Generate byte table inside code generator.
Developer > 2 logging support.
Safety with property setter on the client (throw an exception).
Few more Diagnostics error throws (class > 256 syncvars, Base Class == BaseEntity).
Try & Catch on Syncvar replicate.
Time to fully rip out the old solution.
Missed Files - Code Analysis Dependencies
Roslyn Compiler setup for SyncVars working (auto property generation)
Not adding to queue etc yet.
Seperated .csproj to seperate directory since Unity keeps forcing .NET Framework
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
Include Microsoft.CodeAnalysis
Initial Source Generator setup
Give queue back to the pool if its empty (after sending)
Fixed bitmask read using too small a bit count
Remove client -> server syncvars
better_isbroken_icon -> main
main -> hackweek_drawbridge
Fix modded and hapis vending machines only allowing one user to interact with them at a time
Fix boomerang occasionally causing an NRE when attempting to create its world model. Happens if the entity was just destroyed recently before the projectile attempts to stick. (was never an issue clientside)
Scale all damage types rather than bothering with an index
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Route Boomerang catch code through modelstate - like it always should've been
Allow sending sync vars to specific players
Correct send info from client -> server
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
Protobuf support for sync vars
Throw error if too many sync vars are defined
Developer logging and disconnect/kick for incorrect replications on both client/server
Some fixes for client authoritative queue packing
Seperate client and server packing queues due to listen servers messing everything up
Client now uses packed sending
Cleanup
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
Swap syncvar system over to using bytes rather than ushorts. We will never reach max 255 per entity as the current queue limit is 32 (due to the bitmask), even if we split the queue its fine
Server receive packed sync var methods
naval_update ➡️ scientist_rhib
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Fixed broken terrain setup
Ensured boomerang return arc is more relative to throw direction rather than world direction.
Better boomerang behaviour when thrown straight upwards
Prevent dropped boomerang from slipping behind entities
Ensure boomerang impact effects are always played at the same place
Don't bother trying to handle bones on the server - it never matches
Ensure child classes of SyncVar are picked up in SyncVar Codegen
Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke