3,393 Commits over 273 Days - 0.52cph!
Merge branch 'net-lidgren' of arcade into interior
Fixed a couple of script errors after cleanup.
Cleaned up the networking framework.
Merge branch 'net-lidgren' of arcade into interior
Merge branch 'net-lidgren' of arcade into net-lidgren
Implemented basic client connection process, including message table synchronization.
Added using Arcade.Math to scripts that need it
Added Vector2i and LineSegment2i to Arcade.Math instead of Arcade.Interior
Fixed walls not using the type from the saved data
Moved over content and prefabs needed for room editor
Started moving over room editor code
Now using ProtoBuf encoded payloads for messages.
Can now specify hard-coded message identifiers in protobuf schema files. Message identifiers are now sent using a variable length encoding.
Finished `Arcade.Networking.ProtoBuf.MessageTable` class.
Merge branch 'master' into net-lidgren
[zombies] sometimes zombies will attack a wall if an existing entrance exists but is far away
[zombies] fixed some bugs with how zombies evaluate whether they should attack a structure
Part way through implementing a networked message passing system.
Removed phantom meta file.
Revert "Changed `Arcade.Interior.Vector2i` to `GameAPI.Vector2I` in `Interior.proto` to fix a compilation error."
This reverts commit 380271460a345e55308c48c79a76582fe078562e.
Changed `Arcade.Interior.Vector2i` to `GameAPI.Vector2I` in `Interior.proto` to fix a compilation error.
Merge branch 'net-lidgren' of arcade into net-lidgren
New version of the protobuf generator, can now specify base classes for non-external message types.
Added InteriorTest scene with debugging camera
Started loading interiors from saved protobuf data
Started work on a chat box to test networking.
Split `NetworkManager` into `Client` and `Server` components, which can be enabled or disabled to switch between a client, listen server or dedicated server.
Finished networking framework refactor, merged `Arcade.X.dll`s into `Arcade.dll`.
Networking framework refactor to fix namespace hell.
[zombies] when pathing attack structure, dont consider other soldiers blocking your path
Added `Arcade.Shared` project.
Added `NetworkManager.TickRate`, fixed servers not adding newly connected clients to their client dictionary.
Merge branch 'net-lidgren' of arcade into net-lidgren
Finished basic networking framework.
Added Interior.proto
Switched to forward rendering
Removed Unity 4 installation requirement from the premake script, added `pdb2mdb.exe` to `Resources`.
More Lidgren networking implementation.
Made sure everything compiles, moved networking protobuf files.
Merge branch 'master' into net-lidgren
Fleshed out networking interfaces.
[zombies] when they cant reach position, zombies attack part of the blocking wall instead
Merge branch 'master' of arcade
More networking boilerplate.
Split `Arcade.dll` into `Arcade.Server.dll` and `Arcade.Client.dll`, started work on networking boilerplate.
Added reference to `Lidgren.Network.dll`.