originally this was a draft for 16.17.1, but it was "postponed" because i was lazy but here we are.
something new in this release, but most of it are bugfixes (??)
Changelog
Additions
- a new lighting system, diffuse shadows... which are computed on cpu bc i cant get shaders to work normally
- a new physics engine, bepuphysics2. its quite fast but somewhat unstable.
- a new networking engine, kinda, it takes a lot of bandwidth which is an issue
- humanoids! those are characters that are able to fly because there're no animations.
- tools! kinda of course, but if you tinker with code you can enable so called..
- working sandbox mode. where you can destroy things by clicking on them!
- hopper bins! i'm trying to glaze and copy roblox as much as possible, thus here's a drag tool from btools!
Changes
- removed qu3e :vomit:
- there is a side effect of making bepuphysics2 distributed: players cannot push anything
- bring the entire codebase to "style" promoted by the linter
- changes to public service, you can register!
- you can run tests(?) in server console
- put up foundation for "client app" thing like on mobile
- put up foundation for animations (i have no idea how to implement them)
- have some changes to coregui
- optimize reflection by having single metatable for each class (on demand!)
- optimize networking by.. not having everything in array
- profanity is encrypted now, for some reason
- moonsharp is debloated, kind of
- text is now crisper
- anti-aliasing is on by default
and some other changes that i cannot remember because i want to sleep so bad.
anyway here's all 15 different flavors of netblox you could possibly ask for, i have tested only 4 of them, im out.
selfcontained builds, unlike fxdependant, don't require .NET runtime to be installed, go smuggle them into school computers or whatever