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98 Commits over 30 Days - 0.14cph!
Vehicles now have three possible states - disable a lot of stuff when not being used.
Driveable vehicle materials updated to match static vehicle mats
Fixed jittery audio on client/server vehicles. Unfortunately this also means no more doppler effect on vehicles.
Camera switching improvements
Show your own character when in vehicles
Proxy colliders now shrink when crouched (the same as character colliders do already)
Fixed animation jitter on proxy players
Vehicle exit space check checks actual up, not car up, letting players escape upside-down vehicles.
Added missing car audio prefab assignment
Removing code duplication, fixing issues from the previous merge, getting player state sync all working properly
Cleanup from the previous revert - keeping the good bits.
Reverting character statc sync changes. Didn't see the Flags param in CharacterMotorState - this can be done a simpler way.
Changing variable interpolation clock a little in my work to improve vehicle jitter
Character now replicating full state to proxys and correctly on server. Some code duplication that could be improved. Proxy animations working, but with some jitter I need to check out.
Minor engine sound fix for getting back in
Added engine start and stop sounds to the vehicle
No more car engine sound when it's not being used. Changed check for client init so it works in CLIENT+SERVER mode. Client init was getting cancelled since server init has already set the var.
Fixed players falling through vehicles when standing on them.
Finally got player-in-vehicle initial sync working. OnClientInitialize manual call here is a bit hacky.
Preventing vehicle interaction text when someone is already in a vehicle.
Setting players as NetworkEntity children of vehicles when they enter. Refactored NetworkEntity to allow for setting null parents. Added support for booleans in RPCs
NetworkEmulator comment edit only
Removed latency emulator calls per request
Removing old vehicle test classes
Change enter vehicle text since we only have drivers at this stage.
Removed HeldItem Actions and replaced with interface
Fixed rotation offset when exiting vehicles.
Changed car from four seats to one, driver only.
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).
Restored ability to drive vehicles. Cleared last vestiges of the old PlayerInput.
Fixed PlayerInput check and reduce hitbox opacity again.
Updated the motor a little.
Fixed some input issues with menus not working properly.
Added interaction HUD message.
Got separate Client/Server working correctly (+some minor cleanup). The main issue was that PlayableCharacter.Server would assign a new PlayerState to currentState every tick, even if there were no inputs to process. This meant that often states were getting sent with an ID of zero, which freaked the client out. Also made server only send state when there's new state to send (i.e. <0 inputs have been processed since last time).
Reducing duplicated code. Add character controller reference back in
Simple vehicle interaction text edit, pluis removing superfluous meta files.
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Verchle structure changes merge
Some initial work on vehicle interaction (entering vehicles)
Fixed issue with the variable delay interpolator where changes in the delay would "snap" characters or vehicles
Added warning banner to network emulator
Fix bootstrap starting with car instead of character
Moved my budget network emulator out into its own class. Some other minor fixes.
Unneeded stuff now that they're MBehaviours