branchwiseguys/main/VehicleDevcancel
37 Commits over 0 Days - ∞cph!
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Oops, minor fix to the previous commit
Vehicle interpolation work complete and tested.
Refactored my interpolator into the original.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
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.
Just added some comments to Interpolator.cs for my own benefit
Chase and and cockpit cam working - press F3 to switch between.
Cockpit view has some juddering etc with movement
Car super basic cockpit view
Fixed car wheel visuals suspension issues
Car rigidbody fixes. No more flickering when client-only.
Changing hard-coded values into proper ones
Now sending pertinent wheel stuff from the 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.
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.
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.
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
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.
Going to try a different tactic with what wheel info I send. Committing what I have
Vehicle conversion to networked model in progress
Network conversion in progress
Fixing/hiding a few warnings
Broke the camera I think. Reverting to the original.
Starting conversion of car scripts to use the networking system
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.
Killing warnings from TOD plugin. Figured "that shit" out.
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.
Initial driveable car import.
Added ShowSize utility script