branchwiseguys/main/Network_Refactorcancel
129 Commits over 31 Days - 0.17cph!
ZGameMode now mostly working. The plane doesn't move.
NPC vision fix, using the networkentity trace variant. NPC bad aiming was caused by them not being able to see through themselves on listen servers where they had client and server variants.
This is currently broken somewhat as level geometry is being discarded too! Need to do something like change the "discard everything except same scene" to a "discard everything in the client scene (or server scene for casts from the client)."
Fixed bot players shooting themselves. There's still something wrong with their aim - and Zombie's aim too.
Visuals are back for bots and proxy players
Working on re-adding bot support
Messing with level loading + fixing NPC manager singleton woes
Fix for NRE that could happen as player was disconnecting
Interface work, mostly preventing ambiguous calls from combined interfaces
Fixing unfinished/broken stuff in NetworkEntity. Got one more thing to fix in ItemTradingEntity
Fixed vehicle instability in listen server mode
Improved car entry interaction
Didn't mean to change tick rate
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
Cars run at the right speed again, but with some physics issues. Going to tweak things.
Fix classic bug in MaskCollisions
Vehicle work, plus removed some listen server things that were only relevant in the old system
Working on vehicles, plus extra fixes for #defines
Lots of work on IsServer/IsClient checks. Tried to also reduce #if defines but without much luck.
Fixed subscribers subscribing to the same group twice, fixed all visible death bugs.
Forgot to hook console system up to receive network messages
Working on character death/respawn
Get things working on listen server
Fixed motor ending up in the wrong scene, which was also meaning NPC damage didn't work
General stuff, fixing bugs, mostly ordering issues.
Improved entity observer stuff
Smooth movement for proxy characters - actually better than the old system.
Clean up errors when in #CLIENT only
Working on NPCs and bugs.
Fixed NPC type ScriptableObject, which wasn't updating the asset properly from the custom editor.
Fixed itemcontainerentity
Added support to filter out raycasts results from the wrong domain.
Working on NPCManager and NPCs
Note about testing the mission watching methods if/when missions return
- Changed mission global observer system to one that only affects the mission runners
- NPC manager stuff