8,451 Commits over 2,131 Days - 0.17cph!
Added warning banner to network emulator
Fix bootstrap starting with car instead of character
Moved my budget network emulator out into its own class. Some other minor fixes.
Unneeded stuff now that they're MBehaviours
Basics of chaging NetCharacter to be a MonoBehaviour
Moved INetworkPlayer implementation to PlayableCharacter. Fucked a few other things up...
All Monobehaviours that implement IRPCReceiver and are attached to a NetworkEntity should now be able to receive RPC calls
new trims n textures n maps for trims
Selecting lot based on lot type
Hooked up LotType UI. Saving/Loading info to proto too.
Just removing some debug prints
Fixed my dumb errors, code isn't exactly gold but it works.
Simplifying things (or trying to)
Made NetCharacterLocal generic
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
Oops, fixing errors in pervious commit.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Using seeds for generation.
basement windows trims n textures
Added age back in. This could've been pointless.
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)
Character conversion continues
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Mergins character work back in.
More in-progress character work.
Simplifying and refactoring
Caching almost everything now.
In the middle of character conversion. Everyting is broken so using a different temporary branch.
Updated Raknet and added exposed network sim stuff.
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode