- Send appearance to server on connect
- Server now sends held items
to newly connected players
- Simplify World.SpawnPlayer/Block
- Add Items property to Player
- Can't exceed weapon's fire rate
- Automatic weapons fire automatically
- Require reloading after running out of rounds
- Reload on demand with key
- Add WeaponInfo HUD
Pressing middle mouse now shows a
radial menu HUD element that allows
selecting active controlled element.
At the moment there only is "Creative
Building" but in the future you may be
able to select weapons and such.
Currently not networked.
- Add IntegratedServer to ClientScene
- Prevent _Draw from being called by
making Player invisible on server
- Use _UnhandledInput in CreativeBuilding
- Add Cursor.ScreenPosition property
- Remove DeSerialization, RPC and Sync code
- Use Godot's built-in Rpc and Rset methods
- Use built-in Multiplayer with Root set to World
- Add World class, handles spawning,
getting players and blocks
- No more custom packets
- No more reflection or attributes
- Reintroduce LocalPlayer scene
- Keep it simple, stupid!
- Add SaveRegistry and SaveAttribute
- Add Save, which handles Saving / Loading
- Add SpawnRegistry and SpawnAttribute
Allows spawning objects by ID or Type
- PropertyDeSerializer handles de/serialization
of any [Sync] and [Save] properties
- Removing objects now done by
removing it from the scene tree
- Add "World" tab to EscapeMenu
- Modify Heartbit font's 1 and V characters
. Add ObjectHolder which does just that
- ObjectHolder is accessible though Game.Objects
- UniqueID replaces "sync ID"
- Move DeSerializer classes to IO folder
- New attribute name: Sync
- No longer provide Scene or Container
information to Sync attribute
- Scene name comes from Type name
- Container node is simply /Game/World
- Remove unnecessary container
properties from Game class
Splits NetworkSync into 4 distinct classes.
- SyncRegistry handles attribute related lookups
- Sync is now an abstract instance class
available through the Game instance
- Specialized implementations are available
for the Server and Client, one handling
changing and setting of synced objects,
the other simply handling Sync packets
- In OnSyncPacket, check if object was
already spawned if Special == Spawn
- In ProcessDirty, reset Special.Spawn state
- Split status storage between Server & Client
- Can now re-open singleplayer server
so other players can join over internet
- Multiplayer menu supports all this
- Fix issue where players would also
send other players' position as RPCs
"Singleplayer" now connects to an integrated server
which runs in a completely separate scene tree
- Update to Godot 3.3.0
- Reorganize code into multiple subfolders & files
- Add Client and Server scenes & scripts, extend Game
- Add NetworkSync, syncs state for networked objects
- Add NetworkRPC, allows for C#-friendly RPC by
adding attribute to instance and static methods
- Replace most packets with RPC
- Allow de/serialization of Node / synced objects
- Remove LocalPlayer for now, add IsLocal to Player
- Add BlockPos and Facing structs
- Add CreativeBuilding node / script,
handles placing and breaking of blocks
- Move spawn block packets to static
BlockPackets class, add destroy packet
- Move Cursor to its own canvas layer so
its position can be used in other scripts
- Use viewport transform instead of
camera position in Background script
- Allow registering de/serializer "generators"
- Add generators for arrays, lists and dictionaries
- Move de/serialization code into extra file
(still part of NetworkAPI thanks to "partial")
- Synchronize existing blocks to new players
- No more Rpc or Rset calls!
- Custom packet handling and de/serialization
- Lots of useful SendTo* methods!
- Appearance change in multiplayer
waits for confirmation from server
- By default, process everything when paused
- PlayerContainer.PauseMode is set
to Stop when the game starts up
- When multiplayer is on, its
PauseMode is set to Process
- Add background which scrolls with viewport
- Remove box made of blocks, use simple platform
- Players below y > 9000 are teleported back
- Add a couple of Network shorthand properties:
- IsMultiplayerReady - Is multiplayer fully ready?
- IsAuthoratative - Is singleplayer or server?
- Players - Enumerable of all current players
- Make LocalPlayer.Velocity public
- Add LocalPlayer.ResetPosition call
- Rpc and Rset extension methods now use
Network shorthands and Player instances
The high-level multiplayer API in Godot appears
to introduce ways for players to cheat too easily.
As a precaution, players can now hopefully only
send messages to the server, which relays them to
each player, after potentially validating them.
- Player's Name is set to their network ID,
DisplayName accessible through new property
- Add Authenticating NetworkStatus:
This is where new players will send data
about themselves, currently appearance.
- Use _Ready instead of _EnterTree where applicable
- Add Init extension method:
Allows initializing members before the
node has been added to the scene tree.
- Add Rpc/RsetExcept extension methods
- Appearance (name and color) can be changed
- Appearance is synced to other players
- Split tabs into multiple scripts
- Use nameof() where applicable
The escape menu pauses the game and
will allow for creating and connecting to
multiplayer games.
- Move scenes to scene/ folder
- Move scripts to src/ folder
- Add Hearbit font and CREDITS.md
- Remove git integration (we have VS Code)
Game now uses the default viewport instead of
a separate one that's then drawn as a texture.
This makes anything involving mouse position
much easier to deal with.
- Disable camera moving depending on cursor position
- Start work on an "escape menu" with
controls to join multiplayer sessions
- Move player to scene, instanciate on start
- Change application icon