Pawn bodies split out, character select redesigned, and started the dreaded process of correcting the netcode. Players can connect to a shared room, character select, and start a match. They appear correctly differentiated with cameras and map icons that follow them independently. Jankiness with trap ownership is present as is stuff connected to animation. Unit tests for all network functionality required.
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@@ -34,11 +34,11 @@ func become_host() -> void:
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print("Hosting Room...")
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var room_id = await server_peer.room_connected
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print("Connected to room: ", server_peer.room_id)
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server_peer.get_rooms()
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#server_peer.get_rooms()
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print("GETTING ROOMS!")
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var rooms = await server_peer.rooms_received
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#var rooms = await server_peer.rooms_received
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print("GOT ROOMS!")
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print(rooms)
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#print(rooms)
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players[handle] = 1
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player_readiness[1] = false
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