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4,907 Commits over 762 Days - 0.27cph!

7 Months Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
7 Months Ago
Protobuf support for sync vars
7 Months Ago
Throw error if too many sync vars are defined
7 Months Ago
Developer logging and disconnect/kick for incorrect replications on both client/server
7 Months Ago
Some fixes for client authoritative queue packing
7 Months Ago
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
7 Months Ago
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
7 Months 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
7 Months Ago
Server receive packed sync var methods
7 Months Ago
naval_update ➡️ scientist_rhib
7 Months Ago
main ➡️ syncvars
7 Months Ago
main ➡️ naval_update
7 Months Ago
██▌▌█▆██▅_▊▄▉▊▍▆▌▍_█▉▇▆▌▍_▋▋▅ -> ▆▆▇▌
7 Months Ago
Minor changes
7 Months Ago
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7 Months Ago
Fixed broken terrain setup
7 Months Ago
Prefab setup
7 Months Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
7 Months 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
7 Months 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)
7 Months 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)
7 Months Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
7 Months Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
7 Months Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
7 Months Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
7 Months Ago
▆▅▋▅▅▊▋▉ ▇▉▅▇▄▆▍▇▄▍▌, ██ ▉▊▋▆▋▉▋ ▊▉▍▆▆█
7 Months Ago
▋▌▄▍▊▋▇▄▆_▆▇▉_▇▋▆▋▊▆▌_▄▇▇▉█▅▄▋▅ -> ▇▋▉▍
7 Months Ago
World changes
7 Months Ago
High quality compression settings
7 Months Ago
Made waterworld for testing
7 Months Ago
main ➡️ naval_update
7 Months Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
7 Months Ago
▆▊▊▇▇█▅█▊_▊▆█_▇▇▋▊▋▇▊_▊▇▆▍▊▋▅▄▆ ➡️ ▍█▍▄
7 Months Ago
▊▋▉▋ ▄▋▌▍▆▉▄▄▇ ▋▊▋█▉ ▉█▍▉ ▇▊ █▆█ █▅▄▌▇▉ ▅▌▇▊▍▍▆ ▆█▉▉▋. ▉▉▆ ▄▌▄▉▊▋▉ ▅▇ ▌▇▌ ▇▇▌▆ ▊▋█▅ ▌▆▄▉ ▉▆▆ ▉▍▌▌ ▌▊▆█▆▄ ▆▊▌▊▋▄. ▋▊▅▍▌▉▇▍▄▄ █▇ ▋▋█▄▇▉▄▅ ▉▍█ ▅▅▍▊▅▇▄ ▊▉▅▆▇ ▍▇▇█▍ ▉▍ ▌▌▅▌▊, █▉▆▆▆ ▉▊ █▋ ▆▄▋▌▍▆▉ ▍▇▍▆ ██ ▉▊▄▅▅▉.
7 Months Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
7 Months Ago
Some minor fixes Experimenting with different queue implementation
7 Months Ago
main ➡️ syncvars
7 Months Ago
▋▋▇█▌▉▍▆▋▇▋▍█ ▄▇▊ ▊▍▉ ▆█ ▋▍▉▋ ▅▋▌▄▆▊▉ ▋█▌▊▇▊▇ ▇▉▅ ▆▆▆▉▉▉▇█▇██▉▋▍▋▋▋▊ ▌▄▆▉▊▅▆▍▆▊ ▇▄ ▊▆ ▋▇▉ ▋▆▆▊ ▅▉▉ ▍▅▅▅▋▍▌▊▍▊▉
7 Months Ago
boomerang_demo_timing_fix -> main
7 Months Ago
More accurate results in demo than before
7 Months Ago
Fixed client prediction code trying to be run in demo, this was causing some timing innacuracies Don't attempt to move the boomerang if the demo is scrubbing Try and predict model state if scrubbing
7 Months Ago
Setup more reliable found collider check
7 Months Ago
Filter out road meshes when spawning the Travelling Vendor
7 Months Ago
Ensure no left over vine instances are left in the work queue when pooling
7 Months Ago
Setup queuing and packing methods. SyncVars are added to each entities queue. Setup Sync() and SyncImmediate(), behaves similarly to SendNetworkUpdate() and SendNetworkUpdateImmediate() Setup standardised getter method to retreive sync vars current values without using reflection or any pre existing list.
7 Months Ago
Swap syncvars to send shorts instead. (Id is class relative so no problem with duplicates)
7 Months Ago
Equal, do not subscribing to delegate. Reduces some allocations.
7 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars