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
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
"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