M2.2: player bodies, name tags, shared island and checked movement
- Joining loads the server's island (seed, spawn, clock); the server generates the same terrain from its seed and keeps a world clock that pauses when empty - Other players are procedural low-poly characters in their chosen colours with name tags (hidden by walls, fading with distance), walk/run/swim animation and held items - Movement: local and instant, sent at 20 Hz stamped with the sender's clock; the server refuses impossible moves (speed, rising, leaving the island, underground) and sends the player back; flagged respawns allowed - Avatars drawn 100 ms behind and interpolated, with brief extrapolation - Online: no pausing, player list in the Esc menu, Disconnect back to the title (with the reason); animals off and world changes local-only until M2.3-M2.5, shown on the HUD - test_net_world: real server + walking and cheating bots at 100 ms +/- 30 ms simulated latency (27 checks)
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@@ -38,6 +38,8 @@ godot --headless --path . --script res://tests/test_survival_core.gd
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godot --headless --path . --script res://tests/test_save_load.gd
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# Multiplayer lobby: a real headless server on UDP 24343 + scripted bot players
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godot --headless --path . --script res://tests/test_net_lobby.gd
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# Multiplayer world: avatars, smooth movement at 100 ms latency, cheat checks (UDP 24345)
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godot --headless --path . --script res://tests/test_net_world.gd
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# Survival stats: hunger, warmth, fire fuel, cooking, foraging, death + grave
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godot --headless --path . --script res://tests/test_survival_stats.gd
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```
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