branchwiseguys/main/Network_Refactorcancel
129 Commits over 31 Days - 0.17cph!
Added Bass projects to the plugins folder.
Renamed a few vars in NetworkEntity to match new version
rd1 of compile errors fixed
Fixed a shit load of the easy errors
Shit loads more error fixes
Added files that didn't get checked in
Server setup and bootstrapping
Added some files that didn't get checked in properly
item serialization updated
Ported NetworkUser, SpectatorPlayer, and the connect command in the console.
Removed NetworkMessage, Converted all old NetworkMessages to new format.
Registering message handlers
WorldTime boostrap, Item network message handlers.
Ported NetworkEntityBehaviour methods, except for the old Serialize/Deserialize.
Fixed Owner init ordering issue
Add the csproj files for the new code generator. I think these were missed because Plastic was set to ignore *.csproj files, but the code gen won't run without them. I've stolen these from the test project.
- Work on Character, not completed yet
- Moved NetworkEntity back out of its (accidental?) sub-folder, fixing all the missing NetworkEntity references in the project
- Took some stuff out of GameModeUniversal that's now loaded separately by Bill's system
More character conversion work
Actually revert that commit for now because it breaks things in client/server only modes.
Undone some item serialization
Converted PlayerBelt (untested)
Converted PlayableCharacterInventory
Ported the rest of the serialization methods. all untested.
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
Character interface stuff
Connection token provider.