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Issue67 godot4 upgrade #68
Issue67 godot4 upgrade #68
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… to a stream of debugger errors.
…g flames. Useable.
…ning for sector+1.
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See the in-line comments about export and spacing.
# Conflicts: # PlayerShip.cs # Server.cs # SpaceMissile.cs
…ries as per documentation.
@thoraxe This should be significantly cleaner with regards to spacing and the [Export] issue has been resolved. I tested here against the current client and that worked well and I saw the new lag reporting log messages. I noted an issue where the starfield ring didn't have the right scale and thus couldn't be seen and fixed that. This should be good for another check to see if there is anything that can't be resolved post-squash-merge. |
The PlayerDefaultThrust = (float)serverConfig.GetValue("player", "thrust");
PlayerDefaultMaxSpeed = (float)serverConfig.GetValue("player", "max_speed");
PlayerDefaultRotationThrust = (float)serverConfig.GetValue("player", "rotation_thrust");
PlayerDefaultHitPoints = (int)serverConfig.GetValue("player", "hit_points");
PlayerDefaultMissileSpeed = (int)serverConfig.GetValue("player", "missile_speed");
PlayerDefaultMissileLife = (float)serverConfig.GetValue("player", "missile_life");
PlayerDefaultMissileDamage = (int)serverConfig.GetValue("player", "missile_damage");
PlayerDefaultMissileReloadTime = (int)serverConfig.GetValue("player", "missile_reload");
DesiredLogLevel = (int)serverConfig.GetValue("game", "log_level"); |
The FocusPlayer buttons don't appear to work. I'm trying to figure out why. |
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Not sure why it changed, but in the Camera2D playerCamera = playerForCamera.GetNode<Camera2D>("Camera2D"); |
This connection no longer appears to work. Clicking on the ship in the debug UI doesn't do anything. It's not clear if this is related to #68 (comment) or something else. But it's definitely broken and requires investigation. |
* cast issues * change signal connection syntax * restore old playerShipThing behavior
The clickbox was not being kept "centered" on the sprite
Some server changes
As per comments in #67 the code in this PR should be usable at this point, i.e. should represent a working server project that can be utilized in Godot 4.0.1 instead of 3.5.z.
Needs review to see what might have been missed or requires further tweaking. Also will need squash on commit as not done externally.