8,451 Commits over 2,131 Days - 0.17cph!
NetworkLevel seems to be holding onto scene entities ok.
Moving caching scene entities to NetworkLevel.
Working on Character active/inactive system. Fixing up some other stuff.
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Looking at merging level generation with NetworkLevel
Looking at pre allocated NetworkEntities.
Fixed up AddRecord stuff I missed
Major improvement to garbage gen on network sends. Character sends now generate ZERO garbage (down from >200KB) apart from the single BitConverter.GetBytes calls in NetworkServer. Other sends (vehicles etc) could be improved also with similar techniques (not using ToProtoBytes etc).
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
Block loading saves in CLIENT+SERVER mode
Merging the updated save/load system into Main, this is usable now.
Merging in that latest from trunk
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
Quests are now missions. Quest sounded gay.
Started looking into adding a mission framework
All items now have their own price
Doors now come up with the same inside/outside results whether they're new or loaded. Unfortunately instead of loaded doors sometimes getting the wrong result, not they both get the same wrong results. At least it's consistent...
Accidentally turned saving off on vehicles
Merge latest in from Main
Turned transform sync off for dropped items.
Restructured the unified inventory. SetDirty now correctly calls on the sub-inventories and not on the base character
Added a crude network stats tool to show what kinds of NetworkMessageTypes are using the most bandwidth.
Fixed bug with respawn order if:
- Save was loaded by server where player had a bed
- Player was dead at time of save
- Player joined the game and requested spawn list
Beds remember who owns them through save/load
Fixed cops reloading too often
Telling placeable items to save.
Don't think this hack is needed anymore.
Got saving and loading buildings working correctly. Doors elude me.
Removed load option in console since loading is only allowed on startup now
Now generating the city before spawning in entities. Makes sure NPCs can start on a NavMesh in particular.
Fixed double init on NetworkSimulator. Removed unnecessary warning.
Allow selling more drugs during JustBoughtItem state, so you can do rapid-fire sales. Less getting shot during shady double sales if you're quick.
Fixed door animations + simplified code
Existing entities in scenes now show up on clients again