branchwiseguys/main/PlayerUpdatescancel
98 Commits over 30 Days - 0.14cph!
Basics of chaging NetCharacter to be a MonoBehaviour
All Monobehaviours that implement IRPCReceiver and are attached to a NetworkEntity should now be able to receive RPC calls
Just removing some debug prints
Fixed my dumb errors, code isn't exactly gold but it works.
Simplifying things (or trying to)
Made NetCharacterLocal generic
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
Oops, fixing errors in pervious commit.
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.
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 conversion continues
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Mergins character work back in.
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
Capped the max number of inputs going to the server into a 1 second window.
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.
Just some basic built-in network emulation
Decoupling simulation and adding input redundancy to guarantee delivery.
few tweaks to input stuff
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
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.
Moved visuals to clients only, with a gizmo on server to see them if desired.
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.
Looking at buffering inputs.
Started updating player input.
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
Let's not comment out vitally important stuff
New, very basic character framework with lots of TODOs
Basic new character framework
Split vehicle interface out into a separate partial class to match this project's coding style
Got my fancier test map back