userIan Hendersoncancel

5,834 Commits over 943 Days - 0.26cph!

12 Months Ago
Throw error if greater > 31 packed SyncVars New Implementation is done! 🎉
12 Months Ago
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
12 Months Ago
Add support for Pack=True/False. Unpacked SyncVars are sent immediately when changed.
12 Months Ago
More code cleanup
12 Months Ago
Removed old SyncVar implementation
12 Months Ago
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.
12 Months Ago
Missed Files - Code Analysis Dependencies
12 Months Ago
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
12 Months Ago
Setup syntax receiver
12 Months Ago
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
12 Months Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
12 Months Ago
Give queue back to the pool if its empty (after sending)
12 Months Ago
Fixed bitmask read using too small a bit count
12 Months Ago
Code cleanup
12 Months Ago
Remove client -> server syncvars
12 Months Ago
main -> syncvars
1 Year Ago
better_isbroken_icon -> main
1 Year Ago
main -> hackweek_drawbridge
1 Year Ago
Fix modded and hapis vending machines only allowing one user to interact with them at a time
1 Year 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)
1 Year Ago
Scale all damage types rather than bothering with an index
1 Year Ago
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1 Year Ago
Compile error
1 Year Ago
Cleanup
1 Year Ago
Route Boomerang catch code through modelstate - like it always should've been
1 Year Ago
Generation fixes
1 Year Ago
Allow sending sync vars to specific players Correct send info from client -> server
1 Year Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
1 Year Ago
Protobuf support for sync vars
1 Year Ago
Throw error if too many sync vars are defined
1 Year Ago
Developer logging and disconnect/kick for incorrect replications on both client/server
1 Year Ago
Some fixes for client authoritative queue packing
1 Year Ago
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
1 Year Ago
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
1 Year 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
1 Year Ago
Server receive packed sync var methods
1 Year Ago
naval_update ➡️ scientist_rhib
1 Year Ago
main ➡️ syncvars
1 Year Ago
main ➡️ naval_update
1 Year Ago
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1 Year Ago
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1 Year Ago
Minor changes
1 Year Ago
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1 Year Ago
Fixed broken terrain setup
1 Year Ago
Prefab setup
1 Year Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
1 Year 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
1 Year 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)
1 Year 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)
1 Year Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke