- 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
"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
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