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Entity Interpolation (space-wizards#789)
* add a new GameTick struct. * Everything now uses the new GameTick struct. * TickRate was changed to a byte, no way it is going over 255. Fixed bug with changing TickRate after the loop has started. Client now properly sets the TickRate when connecting to a server. * Removed the old CurTime fields from game states. Getting to the Connected runlevel on the client does not require a gamestate. GameState processing now only starts after the client runlevel >= Connected. Added some preprocessor conditions to not catch exceptions in Debug builds. Nightly work on the GameStateManager, it is still pretty broken. * NetMessages now have a Size property. Player states were fixed, you can now join the game again! * Frame interpolation kinda works. * Frame Interpolation pretty much works! * simulation can now catch up if a lag spike causes it to fall behind. * Added concommand to debug draw the interpolation targets. * Fixed a bug with applying just the NextState to an entity. * Skip/replay a tick to slow down if the client is running ahead of the server. * Solved a null ref exception when an extrapolated packet is applied. * The TickRate is now officially 10. * ClientGameStateManager stops running when the client leaves the server. * Replaced poorly implemented FastForward with new TickTimingAdjustment. * Update System.Runtime.CompilerServices.Unsafe to get rid of version conflict. * Added 'net.interp' cvar. * Disabled frame interpolation by default. The entire feature will be disabled until clientside input prediction is working. * Removed or disabled log spam. Fixed Transform unit test. * Fix compile.
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