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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@@ -1,7 +1,6 @@
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[gd_scene load_steps=14 format=3 uid="uid://c8xf3qawk5c6u"]
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[gd_scene load_steps=13 format=3 uid="uid://c8xf3qawk5c6u"]
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[ext_resource type="Script" uid="uid://bcs7ygh6s3l35" path="res://scripts/pawn_controller.gd" id="1_h27ep"]
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[ext_resource type="PackedScene" uid="uid://bb6a6wu2kc3fr" path="res://templates/pawns/pawn_body.tscn" id="2_dt0l8"]
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[ext_resource type="Script" uid="uid://6w608y2grdqb" path="res://scripts/pawn_level_data.gd" id="14_ncd3b"]
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[ext_resource type="AudioStream" uid="uid://cjrlb4qiy23sj" path="res://audio/sounds/impact_deep_thud_bounce_09.wav" id="15_rsl1q"]
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[ext_resource type="AudioStream" uid="uid://blbk74d50ldut" path="res://audio/sounds/sci-fi_forcefield_hum_loop_02.wav" id="16_t8028"]
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@@ -25,6 +24,12 @@ properties/1/replication_mode = 1
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properties/2/path = NodePath(".:state")
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/3/path = NodePath(".:pawn_name")
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properties/3/spawn = true
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properties/3/replication_mode = 1
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properties/4/path = NodePath(".:id")
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properties/4/spawn = true
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properties/4/replication_mode = 1
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_pnc3q"]
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properties/0/path = NodePath("PawnInput:dir")
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@@ -50,9 +55,6 @@ floor_snap_length = 1.0
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script = ExtResource("1_h27ep")
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speed = 2.25
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[node name="PawnBody" parent="." instance=ExtResource("2_dt0l8")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.425, 0)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.375, 0)
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shape = SubResource("CapsuleShape3D_a5wj7")
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