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Releases: evolutionleo/Warp

[v4.1.1] isOutsideRoom() fix

27 Dec 19:57
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fixes a bug with PhysicsEntity.isOutsideRoom() that wouldn't take the provided position into consideration

[v4.1] JavaScript Server-side Physics + create-gmof-app

24 Nov 18:53
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This release introduces the JavaScript version of the big feature-rich v4.0 update (that was previously TypeScript only)!

Also there is now an npx command to bootstrap a project with ease!
Just run npx create-gmof-app and it will automatically pull the files from the latest release!

I may have missed some bugs while testing, so if you spot some of those or just generally have any questions on the framework, please be sure to ask them in the Discord!

Have fun!

- Evoleo

[v4.0] Server-Side Physics (Pre-release)!

11 Nov 19:37
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Adding a whole bunch of new features!!! (too long to actually list them here, will do it later)

keep in mind that this is not production ready yet, as it's not been tested, but please be free to mess around and send any feedback/suggestions/bugs to the Discord Server

P.s. TypeScript only for now :p

Hope you enjoy!
- Evoleo

v3.6 JSDoc support and WebSocket server!

04 Oct 19:28
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This release introduces JSDoc documentation for the entirety of the JavaScript server, which enables really convenient auto-completion similar to TypeScript.

Another new big feature coming with v3.6 is the WebSocket server (JavaScript only for now), and a basic WebSocket client in HTML/JS

Enjoy! (and be sure to report any bugs/ask questions on the Discord server)

- Evoleo

GMOF v3.5: logging system & 2 important fixes

14 Sep 11:21
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Sorry it took so long to put up an official release :p

Changelog:
This release introduces a custom function called trace() to the server-side (both JS and TS), that will work similar to console.log(), in addition to also dumping everything into a log file.
Also fixes a major bug with broadcastList()/broadcastAll()/broadcastLobby() server-side that would ignore the "notme" argument.
Finally, v3.5 introduces a fix for a rare TCP bug/edgecase that would sometimes occur when the server is run on a remote machine/with latency

So, uhm, enjoy!
- Evoleo

TypeScript Server Updated!

14 Jun 22:03
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I ported the entire thing to TypeScript!

...and added typings for EVERYTHING!

(For those who don't know, basically TypeScript (TS for short) is like JavaScript, but with strong typing and cool intellisense.)

  • The version is superior to the regular JavaScript one in a lot of ways, however:

  • if you're only starting out, it can be a lot to take on at once and I really recommend you to try picking up JS (EmptyServer.zip) first

  • I published a pre-release with the TypeScript before, but now I'm more confident in it because I actually made a jam game with it and it turned out quite nice (would be even better if I didn't put all the physics logic on the client)

  • Also I added a workaround that would reduce crashes server-side AND a safety try-catch both client- and server- side so that in case something goes wrong the whole thing still won't crash violently

Experimental TypeScipt Server

08 Jun 22:02
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Pre-release

so I translated the whole thing to TypeScript
and replaced all CommonJS syntax with ES6 modules syntax in the TS version
and added path aliases (e.g. "#entities/" instead of "././../internal/entities/")

The latter two may or may not have taken me >6 hours of debugging insane BS un-googleable bugs

Anyways, I made this for a personal project and thought I had to share it.

The code is unpolished, sometimes crappy, and you can find commented versions of my previous tries to make it work
For some places I can't really give you a proper answer to "Why?" other than "Because apparently it only works this way??"

For experienced (and very patient) programmers only

Use at your own risk, it may or may not break the moment you touch any internal code/tsconfig.json/package.json, and you'll have to fix it yourself, I warned you :D

(Everything except TypeScript.zip is left untouched and is not experimental, so you can use the old files normally)

🔥 Broadcasting Hotfix 🔥

04 Jun 15:51
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Fixes a bug that would make the server fail when c.broadcastAll() or c.broadcastLobby() were called (forgot to add this. at the beginning of a method call)

🔥 Lobby Play hotfix 🔥

04 Jun 14:49
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Fixes an issue with the "lobby play" command, that would not send expected data

🎉v3.0 Major Release🎉

03 Jun 19:58
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This release adds some new functionality, namingly:

  • Lobbies and Maps
  • Accounts and Profiles
  • Saving/Loading data
  • Config system

Also it fixes a major bug that would crash the game when played with slight latency over network (TCP would sometimes just cut the packets in half, so I made a work-around that would stick them back together)