Now correctly erases old instances.
The code will likely need overhaul anyway to be usable.
It doesn't apply to editor runs, there's a bunch of inconsistencies on
how to clients are handled, and I don't really understand why multiple
instances are created for a single client/server.
Hostname is now resolved during poll in WebSocketClient (wslay) to avoid
blocking during connect.
An attempt is still made to find the hostname in the resolver cache.
Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.
The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
Some were declared as structs (public by default) and others as classes
(private by default) but in practice all these math types exposed as
Variants are all 100% public.
16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.
This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
- Rename "Directional Shadow" to "Directional Shadow Map"
to distinguish it from the "Directional Shadow Splits" option.
- Rename "Disable LOD" to "Disable Mesh LOD" as it only affects
automatic mesh LOD, not visibility ranges.
- Rename "GI Buffer" to "VoxelGI/SDFGI Buffer" as it doesn't cover
LightmapGI or SSIL.
- Rename the cluster options to match the respective node names.
Allows configuring the MultiplayerSynchornizer in a way similar to
AnimationPlayer.
Properties are added manually, edither as plain properties, or via the
NodePath format for child nodes' properties "path/to/node:property"
relative to the MultiplayerSynchronizer root path.
Nice things to add would be:
- Moving properties up/down in the list.
- Some form of keying, autmatic filling of the replication properity
line edit.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.