Commit History

Author SHA1 Message Date
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). 13 years ago
  Lasse Öörni 1a9dced05b Updated to AngelScript 2.23.1 WIP. 13 years ago
  Lasse Öörni e0571d46eb Removed kNet message priority sorting to improve CPU performance when sending a high volume of network messages. 13 years ago
  Lasse Öörni 41c2efde36 Code cleanup, reorganization of network profiling blocks. 13 years ago
  Lasse Öörni 2f25825361 Added error logging for scene checksum error. 13 years ago
  Lasse Öörni 1c2cc43f14 Refactoring of how network updates to clients are collected. This removes costly, redundant Variant compares that were performed per-user. 13 years ago
  Lasse Öörni c710fb4ef6 Further optimization of network updates. Use a HashMap to store replicated and local nodes and components separately. Query depended on scene nodes only once per network frame, not per user. Cache the network attribute infos to Serializable. 13 years ago
  Lasse Öörni a4a0458981 Removed Connection's own framenumber as redundant. 13 years ago
  Lasse Öörni 1cf5d99d44 Optimized network server operation by using HashMap instead of Map where applicable and by querying Serializable attributes once per network frame, instead of per user. 13 years ago
  Lasse Öörni 1e493ba802 Networked rigidbodies should work now. 13 years ago
  Lasse Öörni 1841169cb2 Fixed missing CollisionGeometryData code. 13 years ago
  Lasse Öörni 26e2ebca26 Fixed enemy motion bugs in networked NinjaSnowWar. 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni 3f36d0ffc9 Removed nlerp animation blending as it was prone to artifacts. 14 years ago
  Lasse Öörni 6845f056a5 Refactored NinjaSnowWar example to load the scene and objects from files instead of creating them programmatically. 14 years ago
  Lasse Öörni ad6243870b Updated to newest kNet & AngelScript. 14 years ago
  Lasse Öörni b6e09d2655 Renamed FinishUpdate() to ApplyAttributes() to be more descriptive, and to not confuse with frame updates. 14 years ago
  Lasse Öörni 3f7fffbf49 Some renames. CollisionGroup -> CollisionLayer, Scene::GetNodeByID() -> GetNode(), Ray::Distance() -> HitDistance(). 14 years ago
  Lasse Öörni 6a22f5d7d7 Fixed crash if a RigidBody is parented to a node without a RigidBody. 14 years ago
  Lasse Öörni ba533b449c Restored original sendrate decrease logic. 14 years ago
  Lasse Öörni deb5455a0e Use own DirectSound code in Windows/Direct3D9 mode as PortAudio has tendency for stutter. 14 years ago
  Lasse Öörni 6381b88166 Added state for server-side package transfers, instead of sending everything at once. 14 years ago
  Lasse Öörni d807ec230a Decreased bandwidth adjustment aggressiveness. 14 years ago
  Lasse Öörni b694ad047e Refactored interest management into the NetworkPriority component. 14 years ago
  Lasse Öörni 6d552a8193 Use fixed size 24 bit network object IDs for more deterministic bandwidth use. 14 years ago
  Lasse Öörni 68beb82607 Eliminated the medium message priority to avoid synchronization problems where update messages would be sent after a node's or component's removal. 14 years ago
  Lasse Öörni b3a8cf7039 Use HashMap/HashSet for rapidly changing data structures in Connection. 14 years ago
  Lasse Öörni bd76a14249 Fixed Unix build. Fixed counting of enemies in multiplayer NinjaSnowWar. Disabled snowball CollisionShape replication due to divergent simulation on the client. Removed previousControls from Connection as it is potentially unreliable if multiple controls packets arrive between updates. 14 years ago
  Lasse Öörni 7b254df85d Added simple distance-based interest management for networking. 14 years ago
  Lasse Öörni 6f927f6997 Split Network subsystem update into two parts to queue new messages as early as possible. 14 years ago