Only chunks that are close to players
are sent to them, as well as actions
occuring in those chunks.
- Add Chunk and ChunkLayer classes / nodes
In the future, chunks could make use of multiple
layers such as terrain, building, interior, liquids,
pipes and wires, ...
- Add PlayerVisibilityTracker
Used on the server to keep track of which
chunks a player can see, firing events when
chunks go in or out of range.
- Add RPC extension methods which accept
an IEnumerable<int> for players to send to
- Add GetPlayersTracking extension method
- Use GlobalPosition instead of Position where needed
- Update WorldSave to save Chunks
(Incremented WorldSave.LATEST_VERSION)
- Add methods to BlockPos relating to chunk position
- Improve upon Facing with BlockPos.Add/Subtract
- Add generic GetChildren extension method
- Add GetOrCreateChild extension method
- Add Health HUD element
- Add Damage to weapons
- Bullet does damage to players
- Players die and respawn
- Hit decal spawned by server
- Disable various processing
when player is not alive
- Send appearance to server on connect
- Server now sends held items
to newly connected players
- Simplify World.SpawnPlayer/Block
- Add Items property to Player
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!