The violence of the Multi Grind
Synchronization of what you've been waiting for - the Cyber Grind and the 7th layer!
Phew, this update took me a lot of time...
- Now reader and writer use unmanaged memory which is supposed to be faster
- Synchronized the damage from the the rocket launcher cannonball, harpoon and shotgun zone
- Optimized damage packet size
- Fixed the possibility of enemies spawning in the lobby with cheats turned off
- Saws no longer break on allies in a lobby with PvP turned off
- Fixed cheats that remained enabled after being banned by the host
- Made the doors always unlocked
- Now remote players can also open the doors
- Doors no longer unload locations, which is necessary for the new multiplayer
- Doors unload locations again, but now only when there are no players there
- Synchronized the spawn, movement and destruction of the cannonball
- Added the ability to take cannonballs from other players using a parry or hook
- Fixed damage from chargebacks
- Fixed weapon color synchronization not working after the update
- Optimized player packet size
- Synchronized the rocket
- Fixed double explosion from the core
- Added a command to load levels
- Deleted the synchronization of open doors, because the doors are now always open
- Synchronized some enemies from the seventh layer
- Removed doors on levels 2-4 to prevent players from getting stuck
- Duplicated the torches on 4-3 and P-1 so that players would not walk in the dark
- Fixed unsynchronized lighting and music at levels P-1 and P-2
- Synchronized the timer shutdown at the above levels
- Removed arena boundaries at levels 5-2 and 6-1
- Synchronized the opening of the initial & final door
- Added the ability to load prime and secret levels with the level command
- Added a custom logger to make messages more beautiful and have a prefix
- Added logs wherever I could
- Removed an additional skull from level 5-2 that the developer left
- Items are now only loaded after creating a lobby, so the 7th layer will no longer be broken in offline play
- Made audio mixer loading asynchronous
- Rooms no longer reset when the host dies. Hurray, hurray, hurray! 🎉
- Rewrote the remote player (again)
- Optimized the "bottleneck" of networking by 3 bytes
- Synchronized a skull case in 7-2
- Added synchronization of activated world triggers for new players
- Synchronized the freezing of rockets and the transfer of its owner
- Added a comprehensive administration system so that no one can spam the lobby with projectiles, enemies or plushies
- Replaced the kick message with a ban message
- Added new style bonus
- Fixed a bug due to which screwdriver's damage was multiplied by the number of players
- Magnets and screwdrivers can now get stuck in the local player if was sent by a remote player
- Added the ability to punch magnets stuck in the local player so you can escape death
- Refactored the Cyber Grind synchronization code
- Added a new death screen for the Cyber Grind and respawning
- Fixed the red altar at the very beginning of the level 7-1
- Fixed the duplicate red skull
- Removed two doors that prevent you from going further in multiplayer
- Added Steam Rich Presence support; contributed by kekson1a
- Made the health bar size constant
- Added an ellipsis above players' heads indicating that the player is typing
- Synchronized the secret boss at 7-1
- Synced the secret boss door
- Fixed the Minotaur cutscene
- Fixed a bug due to which the trolley was replaced with a Florp
- Synchronized the trolleys in the tunnel at 7-1
- Synchronized the death of the first phase of the boss in the tunnel
- Synchronized the fall of the tower at 7-2
- Fixed slippage from trolleys
- Fixed accumulating zoom when shooting with the interface open
- Synchronized the door of the Very Cancerous Rodent at level 1-2
- Fixed a bug with teleportation to an unloaded location
- Fixed respawn during the battle with the Minotaur
- Fixed getting stuck on the sides of the elevator after loading a level
- Fixed the disappearing room in front of the boss fact
- Moved the weapon color data to a separate packet, in which in the future there will also be data about the player's suit
- Finally made the hook work for clients and attract enemies! 🎉
- Synchronized different things in the Mandalore's room
- Fixed the wall blocking the exit at 6-1
- Synchronized V2 cutscene at 1-4 (this took me 3 hours, god)
- Synchronized V2 death cutscene and music
- Synchronized the drop of a shotgun from Swordsmachine
- Fixed the hand at level 2-4
- Removed the invisible wall at the same level
- Fixed spam with dev plushies
- Synchronized The Corpse of The Corpse of King Minos
- Added a new point to the interactive guide so that people do not miss the Emoji Wheel
- Synchronized the trees at level 7-3
- Synchronized the glowing red skulls above the door
- Destroyed the bugged torch at level 7-3
- Unlocked some doors that would prevent clients from going further
- Added teleportation to the last room of 7-3
- Fixed bugged collider of a door at level 7-3
- Synchronized the opening of a big door
- Synchronized the death of puppets after filling a tree with blood
- Synchronized all of the hook points
- Synchronized Minotaur: intro, attacks, death & etc.
- Added a protection from joining Multikill lobbies
- Marked Jaket lobbies to prevent Multikill players from joining them
- Synchronized trams speed; contributed by Ardub
- Added color formatting to the chat
- Fixed the desync of some hook points
- Made the doors on the rails always open
- Fixed the buggy death trigger in the last room of 7-2
- FIxed the bomb at level 7-2
- Fixed "small" terminals at 7-2
- Made enemies target players
- Added funny message at the beggining of the level 7-2
- Fixed enemies desync in the Cyber Grind and other levels