
reworked the multiplayer protocole and optimized many messages large internal engine refactor, removal of many dead code, replacement iof many deprecated functions enter key will send the message and close the chatbox changed some behaviours of the chatbox: decorations uses the new rendering engine possibility of jumping during a dash on the ground (but you need to be in backwall mode, can be switched with up/down arrows) backwalls can be removed without the need to destroy decorations above Problem with chat + bockpicker and builder tools Placing a cow in transformation/sacrifice table can cause a crash 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)
PLANET CENTAURI COOKING UPDATE
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 30+ monsters translated into lua, so you can modify all of their logic / actions / AI
