Version 0.5
Pre-release
Pre-release
MiSide Multiplayer - Animation Framework Overhaul
A major breakthrough has been achieved regarding the core player animation system. Following extensive debugging and an architectural rewrite to resolve fundamental conflicts with the base game engine, the default player character is no longer locked into a static state.
Fixed & Implemented
- Default Animation Synchronization: The issue causing the default player character to remain completely rigid and slide across the terrain has been resolved. Movement animations—including walking, running, and idle states—are now properly triggered and synchronized across connected clients.
- Engine Conflict Resolution: The underlying networking logic that handles how the modification interacts with the game's internal animator components has been rebuilt from the ground up for the base player framework.
Known Issues & Ongoing Limitations
- Custom Model Animations Unresolved: While the animation system functions correctly for the default player, animation behavior for custom models imported via the MiSide Custom Model Loader remains entirely broken. This is a standalone issue involving how custom skeletons and external asset weights interact with the new framework, and it will be addressed as an independent track of development.
- Entity Synchronization Failures: Mita synchronization remains highly unstable and frequently fails to register positional or behavioral states correctly across connected clients.
- Missing State Synchronization: There is currently zero implementation for Mission Synchronization or World State Synchronization. Connected players will not share quest progression, item pickups, or environmental updates.
Developer Note
Isolating this engine conflict required five days of continuous debugging to determine exactly how the game engine expected net-synchronized animation states to bind to the character controller. With the baseline player architecture now safely animating, future updates can begin addressing custom model compatibility alongside entity and world state replication.