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Stoway v2.4.1

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@Zyn-ic Zyn-ic released this 04 Mar 19:52
· 4 commits to master since this release

Dynamic Hotbar Consistency Update (for DTA usage)

This release focuses on making dynamic hotbar behavior consistent, predictable, and synced between client and server but mainly fixed for usage with my RPG game Descend the Abyss.

Highlights

  • Dynamic hotbar now compacts correctly after removals, so slot ordering matches player expectations.
  • Client and server hotbar behavior is now aligned to prevent visual/data mismatches.
  • Added drag support for dropping storage items onto hotbar background to fill the first empty hotbar slot.
  • Hotbar selection mode now auto-selects the first occupied hotbar slot on entry.
  • Zoom lock behavior was rewritten for stability on keyboard/mouse while hovering hotbar.

Fixes

  • Fixed cases where items appeared in hotbar on client but remained in storage on server.
  • Fixed dynamic keybind/equip mapping to follow visible packed hotbar slots.
  • Fixed slot name/index parsing issues for 10+ slot UIs.
  • Added stronger correction sync paths when server rejects or reindexes operations.

Internal Improvements

  • Moved shared slot helpers into InventoryStore for cleaner reuse.
  • Reduced duplicate helper logic across SelectionManager and SlotFactory.

Note

I'll most likely change a lot of naming and come in and see where I can make the code base feel a little less "where did I put that again?" in future updates.

So far the underlying code is where I need it to be and I don't really need SlotBinds as yet so I'll most likely have that in the somewhat future.

Important

Will definitely redo that Intro Video I have in the docs cuz sheesh I'm lazy 😭 Hopefully I can get out a more watchable video

Caution

I might've messed up some core server functions ON MY LOCAL BUILD and will now need to go over from scratch with my restructuring, debloating and debugging ;(

Good thing everything seems to work and is functional but I'll dedicate this starting week of march for proper bug fixes.

Also the scrolling feature is still a tab bit off but that's just due to CameraOffSet not giving me a concrete answer on how far zoomed out or in a person is but it's still pretty seem-less and shouldn't be a issue if you're doing first person stuff.