Avolt Online. Switching to a different Godot Engine version and improvements.
In the previous post I wrote about transitioning to GDScript. This primarily started due to issues in AvoltOnline, which forced me to rewrite both the server database from scratch and restart the client development. However, porting wasn't difficult since the core logic was already pre-designed.
But there are also new features:
* New network code - supports connections for regular clients and web through WebSockets, enabling cross-play across different devices.
* Web support - allows launching the game without installation and testing new builds via browser (e.g., through itch.io page).
* Group formation support and group management through chat commands.
* Support for whispers, group and guild chat channels.
* Admin commands for kicking, banning, stopping the server, etc. 
* Graceful server shutdown system - provides multiple warnings before server stops.
* New UI events, like server-side notification displays.
* New world events, e.g. location-change commands for transitions and partial loading areas.
* Character session stats (ping, playtime), server stats (uptime, player count).
Plus a bunch of other tweaks. The overhauled client supports all this with minimal functionality—once again a bare-bones world with two empty locations.
Currently focusing primarily on refining core server functionality to bring the game to a "playable" state.
ps: Additionally, updated the server status service again and migrated it to https://servers.avolt.galzuris.com