Karim Rizk
Karim Rizk
The current setup has some oversights where you often need to check whether a server is also a hosting player, or a headless instance - this makes for some weird...
Gdscript offers no reflection features at all. We often need to know the class name we're dealing with as well as it's inheritance chain, see if we can expose that...
Convert the backup tool to GDNative, to allow for more control over the UI & ommit the need for a node to be placed in the scene.
Plan out how the HUD will be managed in the game for clients. The idea is to have decoupled `Components` and `Display` nodes, where `Components` sit on their relevant owning...
Main reason being able to use better threading APIs and having better control. This is to also allow for recursively tracking load steps (from .tscn files) to show proper progress.
Given Moonwards will have persistent worlds, we'll need a way to set player components from persisted data of previous sessions. The requirement is that we gain the ability to mix...
Add timeouts and callbacks. Related to: #276
~~Optimize network code to only send delta changes on rset.~~ Write low & high level APIs to handle networked features for moonwards (RPG - type games), take a look at...
Do further research & assess whether just `rset` and `rpc` will work for the entirety of the game. * Apparently godot's current serialization methods can include script code, which opens...