* Add TransformSync behaviour
* NetworkPlayer using TransformSync
* TransformSync adjustments to make it work for more than just player objects
* Rename for clarity
* Network ship being created from prefab
* Use isAuthority instead of isLocalPlayer
* Actually sync ships
* Fix offset
* Perfect offset
* Smooth damp position
* Smooth damn transform rotation
* Showing ship landing gear
* Sync ships with sectors
* Source comment for quaternion smooth damp
* just some small tweaks (#25)
Co-authored-by: AmazingAlek <alek.ntnu@gmail.com>
* just formatting
* * moved message stuff to new project
* generated .gitignore from https://gitignore.io/api/unity,visualstudio
* fixed build event for message project
* wip
* .
* .
* :S:S:S
* fixed working dir thing
* fixed gitignore
* adding .csproj.user
* .
* nothing works
* fixed gitignore for UnityProject
* wonky animation! \o/
* fixed csproj
* merge
* keeping this line solves the issue of animating local clones
* removed trigger case
* just formatting
* * moved message stuff to new project
* generated .gitignore from https://gitignore.io/api/unity,visualstudio
* fixed build event for message project
* :S:S:S
* fixed working dir thing
* fixed gitignore
* adding .csproj.user
* just formatting
* * moved message stuff to new project
* generated .gitignore from https://gitignore.io/api/unity,visualstudio
* owml 0.3.37
* fixed build event for message project
* Add networksync on wake up
* Attempt
* Added log to screen
* Better debug screen logging
* I'm an idiot
* Wake up client when waking up server
* Set initial sector
* Server use OnClientReceiveMessage
* Cleanup
* Prevent server from waking itself
* Pass id values as number
* Woops
* Best I can do sorry
* Revert "Best I can do sorry"
This reverts commit f3f0fbdb2e.
* Ignore a bunch of sectors earlier
* Cleanup
* Message type enum
* Some comments