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98 Commits over 30 Days - 0.14cph!

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