feat: expand progression and multiplayer systems

Add named save slots, progression import/export, and a unified play flow. Add live friend requests, presence, invitations, and relationship controls without durable discovery-server social storage. Advance the network protocol with isolated channels, movement reconciliation, late-join recovery, fishing replication, and animation synchronization. Preserve per-species catch totals, refine generated-world startup and water recovery, and complete the related input and interface improvements.
This commit is contained in:
Alexander Sellite 2026-08-23 20:48:38 -04:00
parent 1db1a5b754
commit 3b84bfe3a0
97 changed files with 7869 additions and 982 deletions

View file

@ -67,11 +67,23 @@ func _run() -> void:
state["cells"][0]["author_fingerprint"]
== session.get_local_identity_fingerprint()
)
var export_path: String = service.export_canvas_png(canvas_id)
service.set("_last_hovered_canvas_id", canvas_id)
service.set("_hovered_canvas_id", "")
var game_ui := main.get_node("%GameUI") as GameUI
var toolbar := game_ui.get_node(
"%SurfaceDrawingToolbar"
) as SurfaceDrawingToolbar
var export_button := toolbar.get_node("%ExportButton") as Button
export_button.pressed.emit()
var exported_entries: Array[Dictionary] = service.get_saved_stamp_entries()
assert(exported_entries.size() == 1)
var export_path: String = str(exported_entries[0]["path"])
assert(not export_path.is_empty())
var data_root := main.get("_data_root") as PlayerDataRoot
assert(export_path.begins_with(data_root.root_path.path_join("artwork")))
assert(FileAccess.file_exists(export_path))
var status_label := game_ui.get_node("%StatusLabel") as Label
assert(status_label.text == "artwork exported to the data folder • artwork")
var exported_image: Image = Image.load_from_file(export_path)
assert(exported_image.get_size() == Vector2i(16, 16))
assert(exported_image.get_pixel(8, 7).is_equal_approx(