1.1.0
What's Changed
Input rework
- Simplify and optimize input logic. InputProcessor<> logic moved inside HumanControllerLogic.
ReadInputremoved now you can just useHumanControllerLogic.CurrentInputand apply that input inisde Controlled entity or insideBeforeControlledUpdateGenerateInputremoved. Now to generate input you can callref var pendingInput = ref ModifyPendingInput()insideHumanControllerLogicthat returns reference to pending input packet that will be applied on next tick
Other changes
- Read tickrate from server (client don't need to set FPS)
- Better jitter calculation which makes better lerp-buffer size calculation
- Childs now synchronized with rollback support (from server->client)
- Improve
AddPredictedEntity - Add
EntityManager.GetEntityTypeFromClassId(ushort classId)method that returns Type from classId - Add
EntityManager.GetEntitySyncVarInfo(InternalEntity entity, IEntitySyncVarInfoPrinter resultPrinter)that allows read all syncvar values of entities. Can be used for debug tools - Add SyncQueue by @s-rayleigh in #28
- Optimize rollback code when there is many owned entities
- Remove
EntityList<T>. Now AVLTree or any other collection can be used to store Entites. - Many small optimizations
- More documented methods and enums
Full Changelog: 1.0.1...1.1.0