Showing posts from August, 2019

A coop session

Development A rather lengthy blog this month, so lets start with a set of points on what we have been working on since last time:
Loading improvements. Loading the small map like Hawaii loaded in a suitable time that clients would not disconnect in multiplayer games. For our super large test map, Grand Canyon, this was not the case! To combat this I've added in threaded loading, which allows the network players to not disconnect when loading takes a long time.
Screenshot support - All images in this blog are now taken using this new feature!
Initial unit test support. Our first unit test *attempts* to go through and check all maps load and takes a screenshot once loaded to verify against. It's not full functional yet.
New camera code + polished input handling have been implemented in an attempting to get rid of some camera "sticky keys" we ported from Windows. The problem turns out to actually be a Godot bug caused by low frame rates. Our changes have helped it seems…