"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
- 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
- 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