

Shaders UniformList (used in repty for example) Binded light emitters to lua so monsters can emit light (ex: wisp) Added sound sources, with looping, spacial position Added delta compression for netplay (much reliable and lightweight) Errors handling without the game stopping (errors are displayed in the chat) Cow: Possibility to jump while running, cows are better controllable overall

Some big refactoring of the engine to detect more errors, etc. When a client hit a monster, it become the "server"įor this monster so it can uses combos on it without any delay problems (that cancels combos) Remote monsters don't have AI/logic, and just Inconsistency smoothing algorithm (netplay) Custom global tickrate algorithm (netplay) Optimized netplay coordinates representation so data required to update monsters is really low On lua monsters to replace the old networking method that was heavy and glitched New networking algorithm (delta compression) for monsters, used atm only Monsters so we don't need to restart the game to test the changes. Without the need to recompile the game on each platform. Also allows us to modify/upgrade/fix monsters Mobs are hit every frame (or physics time tick depending on what the game uses for collisions) their hitbox collides with a projectile (which isn't deleted on hit).įor this reason, captured mobs or transformations deal and receive absurd damage from and to each other, making pets such as the Leaf Lion, Scavenger, Soulsucker, Brutor and aliens (yes you can capture aliens too) ridiculously overpowered.- 30+ monsters translated into lua, so you can modify all of their logic / actions / AI

In Planet Centauri, only players receive an invulnerability window on hit. This grind method (or should we call it an exploit at this point?) works by abusing the fact that the Leaf Lion pet's leaf projectile attack hits three times for the mob's full damage, but not just that.
