Regalis
d4db37f8dd
CPR syncing + some refactoring
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Clients send an entityevent to the server when they start/stop doing CPR, and server includes the animation state in messages when character is dragging some other character
2017-03-22 20:05:50 +02:00
Regalis
823ad12058
Some refactoring: made PosInfo a class and moved character-specific fields to a "CharacterStateInfo" subclass
2017-03-21 19:36:28 +02:00
Regalis
dde0160956
Fixed items that aren't selected with the default select key being impossible to interact with, unconscious characters CanBeSelected
2017-03-19 18:29:53 +02:00
Regalis
4285cdde27
ID of the entity a character is interacting with is also sent to the client controlling the character (should fix characters dragging someone at the server's end but not at the client's, or vice versa)
2017-03-15 23:07:33 +02:00
juanjp600
c55c1b6d0e
Vastly improved item syncing + Crouch syncing
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Using SetTransform instead of TargetPosition + a larger margin seems to make the item syncing near-perfect.
2017-03-09 20:18:19 -03:00
Regalis
6c8f5b8999
The server maintains a list of unique EntityEvents created during the round and sends them to clients who join mid-round
2017-02-18 15:09:13 +02:00
Regalis
52bf73722f
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
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+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
2017-02-09 23:09:42 +02:00