* NetworkTransform Improvements Reeeeesubmission
1: Optional boolean to allow onlySyncOnChange.
2: Checks if pos/rot/scale changed, if not, sends the value as null (1byte)
* NetworkTransform Improvements +defines
1: Optional boolean to allow onlySyncOnChange.
2: Checks if pos/rot/scale changed, if not, sends the value as null (1byte)
Contains the bundle of latest NT adjustments from the squad.
#3013#3021#3019#3018
Along with a fix for applying latest snapshot, if it exists, before applying local data.
#3024
* NetworkTransform smart sync.
Checks if pos/rot/scale changed, if not, sends the value as null (1byte)
So if someone has rotation and position turned on, but just rotates around Y, they save almost an entire pointless Vector3 position being sent.
- Again, majority of credits to Ninja.
* NetworkTransform smart sync. B
Adjusted to default(Vector3?)/Quat as requested.
Checks if pos/rot/scale changed, if not, sends the value as null (1byte)
So if someone has rotation and position turned on, but just rotates around Y, they save almost an entire pointless Vector3 position being sent.
- Again, majority of credits to Ninja.
* NetworkTransform smart sync. C
Line break added at end of file? as requested.
Adjusted to default(Vector3?)/Quat as requested.
Checks if pos/rot/scale changed, if not, sends the value as null (1byte)
So if someone has rotation and position turned on, but just rotates around Y, they save almost an entire pointless Vector3 position being sent.
- Again, majority of credits to Ninja.
Added NetworkTransformChild, set target as Turret
Adjust NTC and NT variables
Dragged ProjectileMount and Spot Light into Turret, so they all move together.
Added RotateTurret code
Updated current CmdFire to use projectileMount.rotation
* onlySendOnMove for new NetworkTransform
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform B
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform C
- added defines by request, to easier revert or disable new addition.
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform D
- added defines by request, to easier revert or disable new addition.
- added cachedSnapshotComparison by request.
- adjusted default variable and buffer check + thoroughly tested.
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform E
- code style => && adjusted as requested
- added defines by request, to easier revert or disable new addition.
- added cachedSnapshotComparison by request.
- adjusted default variable and buffer check + thoroughly tested.
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* Optimised example game textures.
The 6 skyboxes for AdditiveLevels
Lowered from 4k .png (50 mb per image)
to 1k .jpg (70 kb per image)
* Delete .vsconfig
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* feat: Added Reset to Interest Management
- Used in Distance and Spatial to reset `lastRebuildTime`.
* Updated Template
* Update Assets/Mirror/Runtime/NetworkServer.cs
Co-authored-by: vis2k <info@noobtuts.com>
- fix: Send() now throws an exception for messages which require > 255 fragments
- fix: ReliableMaxMessageSize is now limited to messages which require <= 255 fragments
* feat: Support more nullable types
- NetworkWriter was also slightly rearraged to match NetworkReader
* fixed code smells
* fixed WriteVector4Nullable
* Got some of them working
* Couple more
* Couple more
* Added the rest
* reverted accidental change