Test / Clippy and tests (nextest) (push) Failing after 1m59sDetails
Windows package / Build Windows package (push) Failing after 59sDetails
Characters have a continuous Position simulated on the server with a
square collision box, sliding along walls and corner assist into
openings. GridPos is derived from the position, so interactions,
building and reach stay tile-based. The exact position is saved.
BREAKING CHANGE: protocol version 4 replaces SetMoveDir with SetMovement
and replicates Position.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- Start menu with new game (optionally hosted), load/delete saves and join
server screens; CLI options skip it.
- Menus and HUD are built from rsn layouts in assets/ui with a shared theme,
bindings, conditional visibility and tooltips.
- Machine windows place slots and backgrounds from the machine's ui
definition; slots are filled from and emptied into the inventory.
- Chat with / commands, pause menu, clickable inventory, craft and build
menus.
- Server passwords, admins, whitelist, bans, kicks and admin commands from
the terminal or chat; changes are written to the config file. The hosting
player is always admin.
- Clients keep a player id in client.toml; characters belong to it.
BREAKING CHANGE: protocol version 3 adds the player id and password to
Login, and characters are keyed by player id instead of name, so characters
in existing worlds are not restored.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Worlds are identified by a UUID and every table is keyed by it, so many
worlds can share one database. The schema is created and migrated
automatically. Autosaves are written on a background tokio runtime; exit
saves block until done.
Singleplayer saves are one SQLite file per save game in the platform data
directory. The dedicated server takes --database URL (default
sqlite://saves/server.sqlite) and --world NAME|UUID.
BREAKING CHANGE: the rsn save format and the server's --save FILE option
are removed; existing saves are not migrated.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Bevy ECS workspace with three crates:
- game_core: rsn data definitions, components, Tiled map loader, protocol
- game_server: authoritative simulation, Rune scripting, persistence,
dedicated server binary
- game_client: rendering, UI and input; embeds the server for
singleplayer and hosting
Items, recipes, buildings and skills are defined in assets/data, behavior
in Rune scripts under assets/scripts, and maps are made in Tiled.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>