repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

7 Years Ago
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7 Years Ago
NetworkLevel seems to be holding onto scene entities ok.
7 Years Ago
Moving caching scene entities to NetworkLevel.
7 Years Ago
merge with main
7 Years Ago
Working on Character active/inactive system. Fixing up some other stuff.
7 Years Ago
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
7 Years Ago
Level loading.
7 Years Ago
Looking at merging level generation with NetworkLevel
7 Years Ago
Looking at pre allocated NetworkEntities.
7 Years Ago
Fixed up AddRecord stuff I missed
7 Years Ago
Major improvement to garbage gen on network sends. Character sends now generate ZERO garbage (down from >200KB) apart from the single BitConverter.GetBytes calls in NetworkServer. Other sends (vehicles etc) could be improved also with similar techniques (not using ToProtoBytes etc).
7 Years Ago
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
7 Years Ago
Block loading saves in CLIENT+SERVER mode
7 Years Ago
Merging the updated save/load system into Main, this is usable now.
7 Years Ago
Cleanup after merge
7 Years Ago
Merging in that latest from trunk
7 Years Ago
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
7 Years Ago
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
7 Years Ago
Quests are now missions. Quest sounded gay.
7 Years Ago
Started looking into adding a mission framework
7 Years Ago
All items now have their own price
7 Years Ago
Minor cleanup only
7 Years Ago
Doors now come up with the same inside/outside results whether they're new or loaded. Unfortunately instead of loaded doors sometimes getting the wrong result, not they both get the same wrong results. At least it's consistent...
7 Years Ago
Accidentally turned saving off on vehicles
7 Years Ago
Shortened
7 Years Ago
Stats formatting edit
7 Years Ago
Merge latest in from Main
7 Years Ago
Turned transform sync off for dropped items.
7 Years Ago
Extras
7 Years Ago
Restructured the unified inventory. SetDirty now correctly calls on the sub-inventories and not on the base character
7 Years Ago
Added a crude network stats tool to show what kinds of NetworkMessageTypes are using the most bandwidth.
7 Years Ago
Fixed bug with respawn order if: - Save was loaded by server where player had a bed - Player was dead at time of save - Player joined the game and requested spawn list
7 Years Ago
Beds remember who owns them through save/load
7 Years Ago
Fixed cops reloading too often
7 Years Ago
Bin shouldn't be saved
7 Years Ago
Telling placeable items to save.
7 Years Ago
Don't think this hack is needed anymore.
7 Years Ago
Doors working
7 Years Ago
Got saving and loading buildings working correctly. Doors elude me.
7 Years Ago
Removed load option in console since loading is only allowed on startup now
7 Years Ago
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7 Years Ago
7 Years Ago
Updated Jenkinsfile
7 Years Ago
Now generating the city before spawning in entities. Makes sure NPCs can start on a NavMesh in particular.
7 Years Ago
Fixed double init on NetworkSimulator. Removed unnecessary warning.
7 Years Ago
Allow selling more drugs during JustBoughtItem state, so you can do rapid-fire sales. Less getting shot during shady double sales if you're quick.
7 Years Ago
Fixed door animations + simplified code
7 Years Ago
Existing entities in scenes now show up on clients again
7 Years Ago
Minor text edit
7 Years Ago
WiseGuys tools GUI edit