8,451 Commits over 2,131 Days - 0.17cph!
Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.
A start at calculating wheels client-side instead of using data from the server. Gonna send some (different) data from the server though to make things better.
Now sending pertinent wheel stuff from the server
Changing hard-coded values into proper ones
New building system checkin.
Car rigidbody fixes. No more flickering when client-only.
Fixed some bugs with building object creation.
fixed infinite loop on asset post processor
Fixed matrial cache bug. Will be able to paint more stuff soon.
Fixed car wheel visuals suspension issues
Car super basic cockpit view
Cockpit view has some juddering etc with movement
Chase and and cockpit cam working - press F3 to switch between.
added default door window and wall texture
added default wall textures
Started on the runtime batching.
Just added some comments to Interpolator.cs for my own benefit
Beginnings of client interpolation work. Just duplicated the default interpolator for now. Moved Snapshot out of the Interpolator class so it's not super unwieldy to use in my own interpolator.
Triggers are created for rooms. Updated some material stuff.
BuildingObject placement is now more granular.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
Refactored my interpolator into the original.
Vehicle interpolation work complete and tested.
Oops, minor fix to the previous commit
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Merging vehicle branch work into the main branch.
updated textures and props and windows
WIP on batching and runtime.