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

@ -40,6 +40,10 @@ func _ready() -> void:
return
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
# Generated worlds can contain many independent water volumes. Keep an
# empty trigger completely asleep instead of polling an empty array on every
# physics tick.
set_physics_process(false)
func _physics_process(_delta: float) -> void:
@ -57,6 +61,8 @@ func _physics_process(_delta: float) -> void:
if entry_height <= active_surface_height - entry_depth_threshold:
_triggered_players[player_key] = true
recovery_requested.emit(player, active_surface_height)
if _tracked_players.is_empty():
set_physics_process(false)
func get_surface_height() -> float:
@ -80,6 +86,7 @@ func _on_body_entered(body: Node3D) -> void:
if player == null or player in _tracked_players:
return
_tracked_players.append(player)
set_physics_process(true)
func _on_body_exited(body: Node3D) -> void:
@ -88,3 +95,5 @@ func _on_body_exited(body: Node3D) -> void:
return
_tracked_players.erase(player)
_triggered_players.erase(StringName(str(player.get_instance_id())))
if _tracked_players.is_empty():
set_physics_process(false)