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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)
More code cleanup
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.
Yesterday
Missed Files - Code Analysis Dependencies
Yesterday
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
3 Days Ago
Setup syntax receiver
3 Days Ago
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
3 Days Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
3 Days Ago
Give queue back to the pool if its empty (after sending)
3 Days Ago
Fixed bitmask read using too small a bit count
3 Days Ago
Code cleanup
3 Days Ago
Remove client -> server syncvars
3 Days Ago
main -> syncvars
6 Days Ago
better_isbroken_icon -> main
6 Days Ago
main -> hackweek_drawbridge
8 Days Ago
Fix modded and hapis vending machines only allowing one user to interact with them at a time
8 Days Ago
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)
8 Days Ago
Scale all damage types rather than bothering with an index
9 Days Ago
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9 Days Ago
Compile error
9 Days Ago
Cleanup
9 Days Ago
Route Boomerang catch code through modelstate - like it always should've been
10 Days Ago
Generation fixes
10 Days Ago
Allow sending sync vars to specific players Correct send info from client -> server
10 Days Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
10 Days Ago
Protobuf support for sync vars
10 Days Ago
Throw error if too many sync vars are defined
10 Days Ago
Developer logging and disconnect/kick for incorrect replications on both client/server
10 Days Ago
Some fixes for client authoritative queue packing
10 Days Ago
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
10 Days Ago
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
10 Days Ago
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
10 Days Ago
Server receive packed sync var methods
10 Days Ago
naval_update ➡️ scientist_rhib
10 Days Ago
main ➡️ syncvars
10 Days Ago
main ➡️ naval_update
11 Days Ago
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11 Days Ago
Minor changes
11 Days Ago
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11 Days Ago
Fixed broken terrain setup
11 Days Ago
Prefab setup
11 Days Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
11 Days Ago
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
11 Days Ago
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)
11 Days Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
11 Days Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke