Started working on the combat system — the system places player attack zones (and mob attack zones in the future) that deal damage to nearby players or mobs. For bosses and large attacks, the system supports delaying by several seconds — for ground indicators showing the attack direction. I'm also accounting for different shapes right away, for AOE attacks and arrow attacks. Right now you can deal damage to other players who aren't in your party, but that's just for debugging purposes. The attack targeting method is soft targeting. This means you don't need to select mobs to attack — it's enough to perform an attack in the desired direction. The hitbox in this system is a single one for the entire body and larger than the body itself.
On the client side, I improved the debug visuals — separated the local player and other players by color, added temporary animations including a placeholder attack animation. Added transmission of player health, names, and levels. Added adaptive world rendering based on the player's current ping — if network latency is high, the world will be shifted into the past, up to 300 ms.
Data transmission for spawning, despawning, and position updates of other players was collapsed into batched packets of 10. Also, slightly improved console command security, character naming, and updated the client/server/auto-builder to the new Godot 4.6.1.
Infrastructure: Built an admin panel for the account service and the server list service (thanks to AI) — managing all of this became much easier. Integrated live updates into the server list and added support on the client side, so you can quickly get updates on a restarted server or its statistics.