pointer cam works!
speed increase
added physics!
ball launching sorta works
 • player collision and death detection
 • better bg lighting hacks
 • made the player a physics object, reacts to ball touching
added loader to pre-render the scene on load but don't start anything
 • Made the player rig rotation system work
 • Disabled camera-ground collision checks for now
 • Added collisions to trees for balls
 • Changed render process order
 • Added keybind to destroy all balls (b)
 • Changed balls to be more awkward, bouncy
 • Changed ball launch to factor in camera direction and launches more reliably
 • Refactored line drawing to own function
 • Abstracted terrain generation to server
 • Added socket.io + nodejs for realtime game server broadcasting
 • Added handling for multiple players
 • Added death screen + respawn integration
 • Added max 10 balls per player
 • Added ball tracking across server-clients
 • Balls remove when colliding with players again
 • Colliding with a ball collects it to be thrown again, otherwise if the ball drops below -50z the ball is returned
 • Added hud for ball counts
 • Player colors now are server provisioned
 • Launched balls match player color
 • Added nickname screen before game starts
 • Server relays player nick names
 • Added name+hp sprite over players
 • Player balls are cleared when players disconnect / respawn
 • Added notifications hud (connect, disconnect, death events)
 • Added dead bodies to be cute
 • Added collision filter patch - not doing anything with it yet
 • Changed network code to send on fixed interval instead of every animation frame
 • Can't "hit" players when they are already dead
 • Server: Fixed bug with player disconnect (wrong id var)
 • Added collision masks which should hopefully, make things more reliable across clients (not perfect tho)
 • Moved player speed to function of time, no framerate speed hax ;)
 • Disconnect handler, if the socket connection drops, the page reloads with unhappy face
 • If the page loads w/o socket server up, it whines when you try to connect
 • Fixed bug where 3-letter names were not broadcasted from node
 • Notification tweaks