LambdaMod 0.2.0 Release
31st May 2021
Finally we have a (crude and somewhat visually unappealing, we'll get there) demonstration of what LambdaMod will eventually look like! This update adds quality-of-life improvements that will allow me to make testing content for all future stages of development. Here's what was worked on across the last 28 daily patches:
- Added quaternion functions to the scripting language API.
- Removed the requirement to supply floating points (and thus floating point literals) to scripting language API functions.
- Added error tracebacks to the scripting language.
- Added constants to the scripting language (i.e.
pi
,euler
andvoid
). - Added private global variables for storing secrets, such as strings that will be passed to `text-` commands later on.
- Added an anti-aliasing setting.
- Upgraded functions that expect a user ID in the scripting language API to also accept a list of user IDs.
- Added table functions to the scripting language API.
- Added struct functions to the scripting language API.
- Added vec2 functions to the scripting language API.
- Added set functions to the scripting language API.
- Added screen projection functions to the scripting language API.
- Added new ways of querying entities to the scripting language API (i.e.
entity-near
,entity-ray
). - Added transform reset keybinds to the 3D editor.
- Added 3D editor status line.
- Added the ability to cancel 3D editor transformations.
- Added the ability to supply numerical input for 3D editor transformations.
- Added a 3D cursor to the 3D editor, used for pivoting and spawning new objects.
- Added median body part editing from the user interface.
- Added copy-and-paste for body parts.
- Added mouse look support.
- Added edit-by-line-end, enabling a more natural style of line manipulation.
- Fixed keys sticking when mousing over windows, if you held W and moused over a window like the console, then released the key your camera would continue moving until you tapped W over the background again.
- Added the ability to cycle through stacked body parts by repeatedly clicking on the stack.
- ...And many other bug fixes along the way!
As for the next update, I don't foresee any major changes to the roadmap that I outlined in the previous post. Next up will be development of client-side prediction so that people can start actually using the game in multiplayer as intended. The exceptions are I may take a day or two off to take a look at the state of VR and quality-of-life daily patches will probably continue for a while yet. I bought a set of Vive Trackers and I'm interested to see if I can get them working in OpenXR and my attempts to use the body editor to create the image at the top of this post revealed many more bugs than I was expecting.
I'm hoping the gap between 0.2.0 and 0.3.0 will be shorter than the one between 0.1.0 and 0.2.0, as this upcoming version is basically just going to be one medium-sized feature. That said, networking is one of those things that can randomly just throw a tangle at you that takes a week to straighten out, so we'll have to see.