Changelog
I'm going to be starting on v3, which will switch to UDP for object syncing, this should help with latency tremendously. In the mean time, I will be trying to patch v2 to make it more playable as is, and refine the gameplay as well.
v2.1.0dev-build8
- Added experimental object culling. Now the game won't try to render things that are outside of the camera view
v2.1.0dev-build7
More weapons will now favor the client that shot them, instead of the one that is being shot.
v2.1.0dev-build6
- Fixed a bug where scout's disruptor darts were not disabling enemies
- Fixed a bug where tank's countercharge did not reflect damage
- Fixed a bug where healer's healing field healed enemies too
v2.1.0dev-build5
- New Feature: Press
F1 in game to bring up a window explaining your class abilties!
v2.1.0dev-build4
- Added restrictions on username length
- Fixed an issue where clients would try to send update packets before they were given IDs
- Fixed a bug where engine time could jump drastically on first entry
v2.1.0dev-build3
- Base energy regeneration has been raised from 1 to 10 per second
- Added a chat box in game. Press
Enter to open it
- Fixed an issue that would incorrectly sync players when a new one joins
- Fixed a bug where the Fighter's Homing Rockets would be oriented the wrong way if firing while fleeing
v2.1.0dev-build2
- Implemented a "delta update" system that only sends variables that have changed when clients sync. This will cut down on the amount of data that needs to be sent through the server from all players
- Fixed a small bug that would fail to create update packets if a certain string was null
- Fixed a bug that made all weapons do splash damage
- Bullets will now favor the client that shot them, instead of the one that is being shot
- TODO: Replicate this behavior across other behaviors like the homing rocket and mine types
v2.1.0dev-build1
Implemented a subtick system that changes how the render engine processes time updates and decouples the physics engine from the renderer. This should make the physics more stable in general, especially at lower and higher frame rates than the physics rate, and help in client syncing.
Also implemented crude client prediction. This should allow high latency clients to better predict where other players are
Other changes:
- Reduced the frequency of player sync updates to prevent packet overload
- Clients predict where the player is between sync gaps based on last known values
v2.0.0
Version 2! Classes, abilities, and more!
Full Changes