Hello everyone!
This is a mini fix that I made over the last days — it fixes many important things. Work is also ongoing on other fixes and they will already be in the March update.
Below is the list of versions and fixes that were made.
260221
Bug with game loading (related to the init system);
Bug with overlapping windows at the start of the main menu.
260225
Wine/Proton works нормально with the network (except VPN tunnels on Linux);
Settings migration added when loading a new version of the game;
The build is compiled with MSVC instead of GNU, which is more stable on Windows;
Game launch error fixed; The problem was that some users had processors without support for certain instructions). We are waiting for fixes in the iroh and ring libraries in Rust to fully fix this.
260301
Game launch error on Windows is better handled and optimized;
The F3 key now correctly enables and disables the FPS counter. There is also additional load information and information that the game sees about your system characteristics. There are FPS load colors so you can see when it works badly and when it works well. In unlimited mode the load colors dynamically adjust to FPS history;
Own nickname above the player removed, only other players' nicknames are visible;
A check for a chunk below was added, this prevents mobs from falling under the map and if you have low FPS, you will not be able to fall under the map yourself.
260303
Bug where if an entity (slime/player) had 0 HP — it did not die. This is because HP in the game is float and small values still meant a living mob — now < 0.5 means entity death;
Fixed entity death sequence;
Added damage display on entities and their knockback;
Bug with blue fire particles at the start of the game. This was a Godot 4.7 dev1 bug so I rolled back for now to stable 4.6.1;
Bug where on new game the eviroment did not update to the dungeon surface; This was related to freecamera not being disabled after player death when exiting to the main menu.
From known major issues: mobs are currently displayed only for the player who loaded the level first. Although the rest of the networking works normally.
If you encounter bugs or have ideas, feel free to write about it.


















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