- 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
- 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