xeon
5bcf875824
chore(Tables): add EnemyAttributeTemplateTable
2026-02-08 17:22:00 +03:00
xeon
6b50c8a447
feat(scene): implement CS_SCENE_REPATRIATE handler
...
Now the player shouldn't get stuck after going to forbidden areas (e.g. water)
2026-02-07 19:29:41 +03:00
xeon
ff0d410cf0
feat(scene): implement CS_MOVE_OBJECT_MOVE handler
...
Last player position should be also saved properly now
2026-02-07 16:51:31 +03:00
xeon
3be92b7b11
feat(logic): introduce logic.Level
2026-02-07 15:59:19 +03:00
xeon
d6fbbafcfd
chore(build!): update to zig 0.16.0-dev.2510+bcb5218a2
2026-02-07 11:45:11 +03:00
xeon
23f9797a8a
feat(scene): implement saving for scene component
...
Keep in mind that the movement itself isn't acknowledged by the server yet.
However, teleport transitions are now persistent.
2026-02-04 15:38:49 +03:00
xeon
66dff8ddb1
refactor(scene): factor out player location into a persistent component
2026-02-04 15:32:04 +03:00
xeon
f0c3f57602
feat(scene): implement basic teleport functionality
...
Currently without 'unlocking' the teleports themselves. Players can get
teleported by 'tracking' teleport's location on the map.
Player position persistence is not implemented yet.
2026-02-04 01:12:04 +03:00
xeon
f96fb51e3c
refactor(scene): decouple player level/position from notifying systems
2026-02-04 00:45:37 +03:00
xeon
3b20a381fa
feat(auth): support alphanumeric UIDs
...
Allows using alphanumeric strings up to 16 characters as UID. Makes it
less clunky to use, since the game suggests alphanumeric one by default.
2026-02-03 21:35:42 +03:00
xeon
25660300dd
Release 0.1.0
2026-02-02 21:19:34 +03:00