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98 Commits over 30 Days - 0.14cph!
Got my fancier test map back
Split vehicle interface out into a separate partial class to match this project's coding style
Basic new character framework
New, very basic character framework with lots of TODOs
Let's not comment out vitally important stuff
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
Started updating player input.
Looking at buffering inputs.
Proxy players don't have character colliders anymore. Creating proxy script correctly. Changed hidden_changes file back - didn't mean to commit my local hidden changes.
Moved visuals to clients only, with a gizmo on server to see them if desired.
Proxy players now in and interpolating. Used the nice variable-delay interpolation that I wrote for the vehicles, so they'll always be just behind your latency and no more or less.
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
few tweaks to input stuff
Decoupling simulation and adding input redundancy to guarantee delivery.
Just some basic built-in network emulation
Replaced byte IDs with ushort IDs. We were always living on the edge a bit with only a 128 (half the size of byte) allowance to determine ID ordering.
Capped the max number of inputs going to the server into a 1 second window.
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
Mergins character work back in.
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Character conversion continues
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Oops, fixing errors in pervious commit.
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
Made NetCharacterLocal generic
Simplifying things (or trying to)
Fixed my dumb errors, code isn't exactly gold but it works.
Just removing some debug prints
All Monobehaviours that implement IRPCReceiver and are attached to a NetworkEntity should now be able to receive RPC calls
Basics of chaging NetCharacter to be a MonoBehaviour
Unneeded stuff now that they're MBehaviours
Moved my budget network emulator out into its own class. Some other minor fixes.