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WIP: Various improvements #36

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unfa wants to merge 303 commits from devel-unfa into main
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Liblast:feat/add-third-party-licensing
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First commit:

Improved map loading, deflicker and progress bar, added spawnpoint and map base scene

Map & Map loading: added map base scene, ported movement_park to it; improved flicker suppression - split into 2 passes, implemented automatic threshold, improved loading screen; named rendering and physics layers, added test folders; created spawnpoint

First commit: **Improved map loading, deflicker and progress bar, added spawnpoint and map base scene** Map & Map loading: added map base scene, ported movement_park to it; improved flicker suppression - split into 2 passes, implemented automatic threshold, improved loading screen; named rendering and physics layers, added test folders; created spawnpoint
Map & Map loading: added map base scene, ported movement_park to it; improved flicker suppression - split into 2 passes, implemented automatic threshold, improved loading screen; named rendering and physics layers, added test folders; created spawnpoint
Added destination map name and Game Peer Role to the loading screen
Fixed issues with not setting the role in Game constructor
Fixed issues with Intro and Loading Screen when it comes to ScreenFade -
this are smooth now
Code cleanup
Things are in flux, but my intetion is to have GamePeer be an ancestor
class for Server and Client classes. Now instead of Game doing all of
that - Server and Client will do their jobs in separate scripts (easier
to keep track of the protocol flow this way and easier to debug).
Game looses networking responsibilities and is now spawned by server or
client. MapLoader should probably become a GameLoader and add a bunch of
stages for networking. Mostly on the Client side - connecting,
authenticating, fetching GameConfig, and only then the existing p[art
of spawning game and loading map would happen...
Now it's time to make the Character networked
The idea is something I had floating around for a long time - a piece of
relatively flat ground on a hill with a bunch of huge dishes laid
around. This plus a facility that controls them and processes
input/output. The idea is that this could be either a radio-telescope or
a long-distance communication transmission facility. Robots could be
fighting to take control of the area and/or steal/replace a data storage
device containing valuable data recieved-from/to-be-sent-to Earth or
other human space colony. Liblast lore galore.
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Just pushed update to robot character model, ubershader, ahrdsurface-atlas 01 etc.
Sister PR in the Liblast Assets repository. A detailed writeup is there as well, so refer to it for technical details and explanation on what is what and why:
Liblast/liblast-assets#4

Just pushed update to robot character model, ubershader, ahrdsurface-atlas 01 etc. Sister PR in the Liblast Assets repository. A detailed writeup is there as well, so refer to it for technical details and explanation on what is what and why: https://codeberg.org/Liblast/liblast-assets/pulls/4
Added logo, more details about current state of the Framework, there's some redundancy here still, needs more attention.
Inspired by Quake III Arena
I'm realizing that the Entity system ahs become too complex and fragile,
I need to go back to the drawing board, tear this down and start over.
I think I ma trying to do too muhc too fast. I need to learn how to walk
before I can fly. I'm trying to do Quake III'grade networking right
away, even though I haven't had managed to do the simplest possible
thing working yet. I have to get rid of a lot of features here, focus on
the minimum, build something simple but solid and try to make rtoom for
future improvements, rather than implement all of that right away.
Added Game command "list_entities" that prints _entities_by_id
dictionary
Replaced "get_indexed" and "set_indexed" in Entity.Attribute with
get_node_and_resource to parse parent-referring nodePaths like
"..:position". This is necessary for 2nd degree entities.
What needs to be fixed now is game state debug - it's not printing
values, but nodepths, this is probably related to the above.
This is done by exporting the source file at 8K resolution, then
postprocessing it with MaterialMaker to generate an SDF at 2K
resolution. The result is much sharper and better-defined edges in
patters in the atlas when using a hard alpha threshold. I have updated
default alpha range to minimum for this to look best and updated
existing materials.
This fixes a problem where after leaving a game, starting another one
wold cause a crash. Now it should be possible to start and leave any
number of games. There's also been some fixes to loading and spawning
menu background scene which came up with this fix. These came in the
previous commit though.
This pull request has changes conflicting with the target branch.
  • README.adoc
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