Custom dash keybind implementation with proper netcode syncing#82
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emyhrberg wants to merge 278 commits into
Open
Custom dash keybind implementation with proper netcode syncing#82emyhrberg wants to merge 278 commits into
emyhrberg wants to merge 278 commits into
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This reverts commit bfc8677.
…required items from 4 to three.
for brick wall dungoen drops
…all its kinda like curse of binding but also its only after you take it offf so its more like curse of invonciencing
- Big rework of bed teleport by sending a packet since SpawnMapLayer isn't run on the server - Reworking spawn box to make it look cleaner in map, minimap and in-world. - Added OnHurt cancel mirror use (to fix issue where knockback immunity would be too OP) - Added some debug options - Started using a MultDebug proj for faster MP testing & hot reload
- Removed chat debug feature - Added so spawn selector is enabled when within range of teammates bed - Made players always respawn in world spawn instead of bed spawn after dying - Removed AM keybind - Fixed spawnbox zoom/UIScale compatibility
fixed temple chests fixed nimbus rod made mechs drop max souls
1. Inventory management is now possible even while dead 2. Inventory management is now possible even while using AM 3. Visual indicator of PvP disabled icons in spawn region
- Also fixed a small issue causing the teammate player character panel not to be deleted after a player left with a !player.active check in SpawnSelectorBasePanel
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Description
I implemented a custom dash keybind with a custom dash implementation with proper client/server sync using modpackets. I tried to adhere to the code style of @dr.underscore, let me know if anything looks bad. in the video demo you can see me assigning a dash hotkey and dashing around with two clients on a very small dash testing arena. I also pushed a PR, see it here:
Demo
rhBu25eWOE.mp4