1. 27 Oct, 2020 1 commit
  2. 13 Oct, 2020 1 commit
  3. 12 Oct, 2020 1 commit
  4. 22 Sep, 2020 1 commit
  5. 08 Aug, 2020 1 commit
  6. 19 Jul, 2020 1 commit
  7. 28 May, 2020 1 commit
  8. 24 May, 2020 1 commit
  9. 20 May, 2020 1 commit
  10. 18 May, 2020 2 commits
  11. 17 May, 2020 2 commits
  12. 16 May, 2020 1 commit
    • 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
  13. 14 May, 2020 2 commits
  14. 24 Apr, 2020 1 commit
  15. 13 Apr, 2020 1 commit
  16. 19 Mar, 2020 1 commit
  17. 02 Mar, 2020 1 commit
  18. 01 Mar, 2020 1 commit
    • Obliterate resynch · 84656091
      LJ Sonic authored
      Okay, more precisely this substitutes the old resynch with
      the newly added gamestate resend code.
  19. 29 Feb, 2020 1 commit
  20. 22 Feb, 2020 1 commit
  21. 19 Feb, 2020 1 commit
  22. 31 Jan, 2020 2 commits
  23. 22 Jan, 2020 2 commits
    • Update Lua I/O support to 2.2 · e8760fe5
      LJ Sonic authored
    • 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.
  24. 13 Jan, 2020 1 commit
  25. 12 Jan, 2020 2 commits
  26. 31 Dec, 2019 1 commit
  27. 26 Dec, 2019 1 commit
    • 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.
  28. 06 Dec, 2019 1 commit
  29. 30 Nov, 2019 1 commit
  30. 18 Nov, 2019 1 commit
  31. 15 Nov, 2019 1 commit
  32. 23 Oct, 2019 1 commit
  33. 19 Oct, 2019 1 commit
  34. 17 Oct, 2019 1 commit