8,451 Commits over 2,131 Days - 0.17cph!
Added naming building definitions.
Hooked up proxy model state
Cleanup from the previous revert - keeping the good bits.
Merge +motor flag updates.
Reverting character statc sync changes. Didn't see the Flags param in CharacterMotorState - this can be done a simpler way.
manhole and powerline basing added
Fixed crosshair and ammo UI
Movement feels decent now.
Changing variable interpolation clock a little in my work to improve vehicle jitter
Merged with IDestroyEvent branch. Forgot to do this ages ago.
Fixed infinate reloading bug
Character now replicating full state to proxys and correctly on server. Some code duplication that could be improved. Proxy animations working, but with some jitter I need to check out.
Minor engine sound fix for getting back in
Added engine start and stop sounds to the vehicle
No more car engine sound when it's not being used. Changed check for client init so it works in CLIENT+SERVER mode. Client init was getting cancelled since server init has already set the var.
Added a new smoothing method. It's like butter now but needs looking at still.
Fixed players falling through vehicles when standing on them.
Added Reloading, trying to fix shitty movement.
Sway
Viewpunch
Deploying
Use
Finally got player-in-vehicle initial sync working. OnClientInitialize manual call here is a bit hacky.
Preventing vehicle interaction text when someone is already in a vehicle.
Setting players as NetworkEntity children of vehicles when they enter. Refactored NetworkEntity to allow for setting null parents. Added support for booleans in RPCs
NetworkEmulator comment edit only
Removed latency emulator calls per request
Removing old vehicle test classes
Change enter vehicle text since we only have drivers at this stage.
Removed HeldItem Actions and replaced with interface
Fixed rotation offset when exiting vehicles.
Changed car from four seats to one, driver only.
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).
Restored ability to drive vehicles. Cleared last vestiges of the old PlayerInput.
Fixed PlayerInput check and reduce hitbox opacity again.
Updated the motor a little.
Fixed some input issues with menus not working properly.
Added interaction HUD message.
Got separate Client/Server working correctly (+some minor cleanup). The main issue was that PlayableCharacter.Server would assign a new PlayerState to currentState every tick, even if there were no inputs to process. This meant that often states were getting sent with an ID of zero, which freaked the client out. Also made server only send state when there's new state to send (i.e. <0 inputs have been processed since last time).
Reducing duplicated code. Add character controller reference back in
Simple vehicle interaction text edit, pluis removing superfluous meta files.