8,451 Commits over 2,131 Days - 0.17cph!
Capped the max number of inputs going to the server into a 1 second window.
Replaced byte IDs with ushort IDs. We were always living on the edge a bit with only a 128 (half the size of byte) allowance to determine ID ordering.
Just some basic built-in network emulation
Decoupling simulation and adding input redundancy to guarantee delivery.
few tweaks to input stuff
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
Proxy players now in and interpolating. Used the nice variable-delay interpolation that I wrote for the vehicles, so they'll always be just behind your latency and no more or less.
Moved visuals to clients only, with a gizmo on server to see them if desired.
Proxy players don't have character colliders anymore. Creating proxy script correctly. Changed hidden_changes file back - didn't mean to commit my local hidden changes.
Looking at buffering inputs.
Started updating player input.
updated trims and textures
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
Let's not comment out vitally important stuff
New, very basic character framework with lots of TODOs
Basic new character framework
Split vehicle interface out into a separate partial class to match this project's coding style
Got my fancier test map back
Merged with networkupdates.
Added destruction handling to stuff.
Poolables now use IDestroyEvents
NetworkEntities now only serialize components that are dirty.
Clamping X position to grid max.
Roof, ceiling, floor, overhang materials are now saved.
Trims now save, can now select different trims.
Trim placement completed.