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  1. Sep 22, 2020
  2. Aug 08, 2020
  3. Jul 19, 2020
  4. May 28, 2020
  5. May 24, 2020
  6. May 20, 2020
  7. May 18, 2020
  8. May 17, 2020
  9. May 16, 2020
    • LJ Sonic's avatar
      Rewrite file transfer code · 3c7c758d
      LJ Sonic authored
      This code uses a custom packet acknowledgement system,
      which is more suited for file transfer and does not suffer from
      the small sender window used by the default acknowledgement system
      3c7c758d
  10. May 14, 2020
  11. Apr 24, 2020
  12. Apr 13, 2020
  13. Mar 19, 2020
  14. Mar 02, 2020
  15. Feb 22, 2020
  16. Feb 19, 2020
  17. Jan 22, 2020
    • LJ Sonic's avatar
      Update Lua I/O support to 2.2 · e8760fe5
      LJ Sonic authored
      e8760fe5
    • LJ Sonic's avatar
      Let clients rejoin the server without losing their status · d374bf4f
      LJ Sonic authored
      This is accomplished by simply preserving
      the player's body after disconnecting.
      
      Bodies will despawn after the number of minutes
      specified by the "rejointimeout" console variable (float).
      A value of 0 disables the feature completely.
      
      Clients rejoining are identified by their IP address,
      and may rejoin even if the server is full or joins are disabled,
      for as long as their body remains.
      
      From a technical standpoint, when the user disconnects,
      the player they were controlling does not leave,
      the underlying player_t just keeps working normally,
      except it does not receive any input anymore.
      When the user reconnects, they are simply "relinked"
      to their player_t.
      
      Those "soulless" players can be identified through
      their "quittime" field, which is the number of tics
      elapsed since the user disconnected, or zero
      if still connected. "quittime" is exposed to Lua.
      d374bf4f
  18. Jan 13, 2020
  19. Jan 12, 2020
  20. Dec 31, 2019
  21. Dec 26, 2019
    • James R.'s avatar
      More fine tuned versioning · 6bd38362
      James R. authored
      You get a PACKETVERSION, for when some packets change format.
      
      You get SRB2APPLICATION, for when you have big fucking mod.
      6bd38362
  22. Dec 06, 2019
  23. Nov 30, 2019
  24. Nov 18, 2019
  25. Nov 15, 2019
  26. Oct 23, 2019
  27. Oct 19, 2019
  28. Oct 17, 2019
  29. Sep 07, 2019
    • toaster's avatar
      * Store gravflip (resolves #206) and destscale in starposts. (Using the same... · d26ff197
      toaster authored
      * Store gravflip (resolves #206) and destscale in starposts. (Using the same field, taking advantage of the fact that object scale will always be positive!)
      * Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function.
      * If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves #191).
      d26ff197
  30. Aug 27, 2019
  31. Aug 26, 2019
  32. Aug 17, 2019
  33. Jul 15, 2019
    • James R.'s avatar
      Don't send login final hashes to everyone · 91502f14
      James R. authored
      Someone thought it was a good fucking idea to make logins NetXCmds. NetXCmds
      are sent to everyone however. Thankfully logins are two passes. And the second
      pass uses a salt based on the playernum. Therefore, in order to actually make
      use of the final hash, you'd have to be the same playernum as who originally
      sent it. Still a stupid exploit.
      
      P.S. The netcode is LOL XD by VincyTM -Telos
      91502f14
  34. Dec 16, 2018
  35. Dec 14, 2018
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