Correct reconnect to wait 10 seconds before a reconnect time, sometimes connecting to servers takes a moment
World boundaries, these are inclusive and run at a set rate (configurable), if a player is outside of these boundaries, they will be thrown to a random spawn point in the scene, if no boundaries exist, this system will do nothing.
Added compilation options to FishMMO tool drop down, allowing you to apply a change like "Recompile After Finished Playing" without your running build exploding, it'll just wait to compile 🙂
Corrected path for server configuration while in editor, the previous correction aimed at the Unity Editor location... Loving paths.
Corrected conditional compilation issues when building the client, as it was very confused
Adding Linux toolchain packages, because probably should have those and the editor is yelling at me
Changed project settings to have standard stack tracing, I would really like to plz find where Debug.Log's come from, and double click them to go to their location XD
Corrected player prefab since it no longer changes
Loading screen fixes
Added terrain boundaries, same as the world boundaries these are inclusive. You can apply them to terrain to quickly cover a region that should be allowed
Scene server now sends players to the world server if the players scene is not available
Added runtime change to ServerLauncher to remove stack traces from debug logs
Added ShowReadonly attribute for showing properties as readonly in the inspector
Cancel behavior now will return to login instead of locking the client
Added new images for default loading and for login / reconnect screens
Added background to login screen as previous scene would be visible
Added scene server autoreconnect to world server, this behavior seems to act as intended
Bugs known in this PR, more so feature requests:
Already Logged In check does not work on the login server. As well as when the user first joins a scene server, it does not mark it as online, this only works if the save loop is run.
World server is not immediately tracking if a scene server has been requested to load a scene! 2 clients attempting to get into the same world server at the same time will cause 2 scenes to be opened instead of the expected 1.
Bugs known in this PR, more so feature requests:
Already Logged In check does not work on the login server. As well as when the user first joins a scene server, it does not mark it as online, this only works if the save loop is run.
World server is not immediately tracking if a scene server has been requested to load a scene! 2 clients attempting to get into the same world server at the same time will cause 2 scenes to be opened instead of the expected 1.