8,451 Commits over 2,131 Days - 0.17cph!
Fixed proxy character vis check rate
NetworkLevel simplification
NetworkLevel work. And NPC walk zones work again.
Was reading bytes before ID in networkinput, caused a fuckup.
Making sure we always ReadBytes on Deserialize and messages, since not doing so can cause issues with getting the shared reader out of sync. Not sure if messages really need it.
Spawn plane working! Spent way too long getting this right.
Fixed some stuff, shit's still broken though.
Working on PUBG spawning vehicle but currently has issue where I can't use [Facepunch.BNet.OnNetworkClientStarted(0)] on the vehicle base class because it has a generic parameter ("InvalidOperationException: Late bound operations cannot be performed on types or methods for which ContainsGenericParameters is true."). Committing work so far before I work on a fix.
ZGameMode now mostly working. The plane doesn't move.
NPC vision fix, using the networkentity trace variant. NPC bad aiming was caused by them not being able to see through themselves on listen servers where they had client and server variants.
This is currently broken somewhat as level geometry is being discarded too! Need to do something like change the "discard everything except same scene" to a "discard everything in the client scene (or server scene for casts from the client)."
Fixed bot players shooting themselves. There's still something wrong with their aim - and Zombie's aim too.
Visuals are back for bots and proxy players
Working on re-adding bot support
Fixed most client disconnect / reconnect stuff.
disconnection and loading fixes.
Messing with level loading + fixing NPC manager singleton woes
Fix for NRE that could happen as player was disconnecting
Interface work, mostly preventing ambiguous calls from combined interfaces
Fixing unfinished/broken stuff in NetworkEntity. Got one more thing to fix in ItemTradingEntity
Fixed vehicle instability in listen server mode
Improved car entry interaction
Server build seems to work now
Didn't mean to change tick rate
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
Cars run at the right speed again, but with some physics issues. Going to tweak things.
Fix classic bug in MaskCollisions
Vehicle work, plus removed some listen server things that were only relevant in the old system
Working on vehicles, plus extra fixes for #defines
Lots of work on IsServer/IsClient checks. Tried to also reduce #if defines but without much luck.
Fixed subscribers subscribing to the same group twice, fixed all visible death bugs.
Forgot to hook console system up to receive network messages
Working on character death/respawn
Get things working on listen server