branchwiseguys/main/VehicleDevcancel
37 Commits over 0 Days - ∞cph!
Added ShowSize utility script
Initial driveable car import.
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.
Killing warnings from TOD plugin. Figured "that shit" out.
Killing warnings (unless they look relevant to recent work - i.e. Building editor) by fixing them. Making it easier to see if *I* mess something up.
Starting conversion of car scripts to use the networking system
Broke the camera I think. Reverting to the original.
Fixing/hiding a few warnings
Network conversion in progress
Vehicle conversion to networked model in progress
Going to try a different tactic with what wheel info I send. Committing what I have
Setting up the clients to receive the vehicle pos/rot plus the wheel pos/rot for each wheel (plus overall velocity). Seems as simple as I can get it for now.
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
Looks terrible but client inputs->server calc->sending state back to client is working now. Gonna have to calculate the wheel movement on the client though. Way too glitchy when sent at 30fps from server as it is now. Wheels are freaking out.
Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.
A start at calculating wheels client-side instead of using data from the server. Gonna send some (different) data from the server though to make things better.
Now sending pertinent wheel stuff from the server
Changing hard-coded values into proper ones
Car rigidbody fixes. No more flickering when client-only.
Fixed car wheel visuals suspension issues
Car super basic cockpit view
Cockpit view has some juddering etc with movement
Chase and and cockpit cam working - press F3 to switch between.
Just added some comments to Interpolator.cs for my own benefit
Beginnings of client interpolation work. Just duplicated the default interpolator for now. Moved Snapshot out of the Interpolator class so it's not super unwieldy to use in my own interpolator.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
Refactored my interpolator into the original.
Vehicle interpolation work complete and tested.
Oops, minor fix to the previous commit
Decrease minimum time buffer since we want to keep player vehicle driving snappy.