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Jacob Stove Lorentzen 30f2fd8b Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in. 3 年前
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Auth Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in. 3 年前
Game Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in. 3 年前
Infrastructure Fixed Glyph game bugs caused by updated packages. 3 年前
Lobby Small Nitpicks for relay roundtrip and asyncRequests 3 年前
NGO Small Nitpicks for relay roundtrip and asyncRequests 3 年前
Relay Switched LobbyAsyncRequests and its implemenations over to async Tasks 3 年前
Tests Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in. 3 年前
UI Switched LobbyAsyncRequests and its implemenations over to async Tasks 3 年前
Vivox Working wire implementation (Only passes the lobby color, and relay code around) 3 年前
Auth.meta Latest Dev and Readme without Vivox 4 年前
Game.meta Latest Dev and Readme without Vivox 4 年前
Infrastructure.meta Latest Dev and Readme without Vivox 4 年前
Lobby.meta Latest Dev and Readme without Vivox 4 年前
LobbyRelaySample.asmdef Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in. 3 年前
LobbyRelaySample.asmdef.meta Latest Dev and Readme without Vivox 4 年前
NGO.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
Relay.meta Latest Dev and Readme without Vivox 4 年前
Tests.meta Latest Dev and Readme without Vivox 4 年前
UI.meta Latest Dev and Readme without Vivox 4 年前
Vivox.meta Adding in Vivox package. There is now a basic voice channel while in a lobby, but not yet volume controls or other Vivox features. (There are some TODOs of details to follow up on as well.) 3 年前