1.0 - Christmas Release
This release has minor breaking changes, it's mostly to share that the library is stable and usable, the API should be stable from now, and will be easier to make releases using correct versioning. But before any changelog, here are some awesome projects that are using renet :tada::
GUNBUG
Unleash mayhem as a heavily armed centipede in this top-down 2D shoot 'em up. Start with sharp mandibles and build your ultimate arsenal to survive relentless hordes and boss battles. Play solo or team up with up to nine friends for multiplayer mayhem. Guns, bugs, and chaos – what could go wrong?
You can wishlist it at: https://store.steampowered.com/app/2946990/Gunbug/
Crystal Realms
Crystal Realms is a mmo game where you can gather resources and make your own worlds! You can fight enemies, complete quests, craft items, make friends and much more.
Crystal | Realms
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You can download and learnmore in: https://crystalrealmsgame.com/
Project Harmonia
A work-in-progress life simulation game made with Bevy. This project was made using bevy_replicon, an I/O-agnostic library for replication, and bevy_replicon_renet, which integrates renet as its messaging backend.
Project | Harmonia
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Checkout the code and give it a star at: https://github.com/projectharmonia/project_harmonia
Changelog
- Renet: removed transport module, now you need to import the new create
renet_netcode, instead of using the transport module. This is a breaking change (commit) - Renet: added utility function to add and update local clients. This should help with local and unit testing. (commit)
- RenetNetcode: export
set_max_clientstoNetcodeServerTransport. (PR) by cedtwo - BevyRenet: updated to bevy 0.15. (PR) by redjack96
- BevyRenet: renamed
transportmodule tonetcode. Renamedtransportfeature tonetcode, addedsteamfeature forrenet_steamsupport. (commit) - BevyRenet: fixed disconnect_on_exit not being called correctly. (commit)