Mark Vejvoda
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e2610df502
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- fixed chatting logic to now retain more info about the user that sent the text in the console manager. Colors now apply to the playername and changing playernames is ok in the lobby andf rendering accounts for this (as well as switching slots)
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2010-10-23 04:00:39 +00:00 |
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Mark Vejvoda
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707a26feb2
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- bugfix for server side player color index being wrong
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2010-10-22 16:35:16 +00:00 |
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Mark Vejvoda
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8ab3366c66
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- added player color coding in lobbies as well as chat console
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2010-10-22 07:28:55 +00:00 |
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Mark Vejvoda
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79318735ab
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- cleanup of last compiler warnings in Linux (hurray!)
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2010-10-21 18:24:54 +00:00 |
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Mark Vejvoda
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be979590c1
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- more compiler warning cleanup
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2010-10-21 17:42:45 +00:00 |
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Mark Vejvoda
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f5f406dfb3
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- bugfix related to segfault when a network disconnect occurs while a thread is updating a slot
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2010-10-21 00:21:58 +00:00 |
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Mark Vejvoda
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59c5fd2581
|
- moved version checking into one common method in the util file. Now all network related checks use this common method to determine version compatibility
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2010-10-15 17:27:00 +00:00 |
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Mark Vejvoda
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86b11a7f05
|
- bugfix (again) for playername index bug
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2010-10-08 22:32:23 +00:00 |
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Mark Vejvoda
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ae010f85ab
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- bugfix for playername index offset on client
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2010-10-08 17:17:22 +00:00 |
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Mark Vejvoda
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f345835fc4
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- final bugfix for 3.3.7, playernames got mixed up when first slot was closed. Also fixed editing when typing playername
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2010-10-08 01:41:53 +00:00 |
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Mark Vejvoda
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0d050f62d4
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- added code to now output all eerors to console (with option to save in log file)
- added more LUA debug info
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2010-10-06 20:22:06 +00:00 |
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Mark Vejvoda
|
0e8ed05c2e
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- bugfixes for handling missing maps on client
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2010-09-17 08:26:22 +00:00 |
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Mark Vejvoda
|
f84a710d2c
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- initial logic to allow client side controlled AI
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2010-09-14 19:10:37 +00:00 |
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Mark Vejvoda
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ab44c83168
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- added leak_dumper header all over the place (not yet functional in linux)
- Bugfix for particle cleanup
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2010-09-07 05:25:40 +00:00 |
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Mark Vejvoda
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fba29d3002
|
- added new menu option to toggle on / off observers
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2010-09-04 01:24:17 +00:00 |
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Mark Vejvoda
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e32eb9c162
|
- modified command object to support special states which flow through network play as well. This allows for better handling of multi-unit build and allows for better future expanding of command processing.
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2010-08-30 20:45:12 +00:00 |
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Mark Vejvoda
|
20a02c28ed
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- bigfix for windows compile
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2010-08-27 23:04:59 +00:00 |
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Mark Vejvoda
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a2f013c51a
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- cleaned up lobby message processing
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2010-08-27 20:09:55 +00:00 |
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Mark Vejvoda
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2e99f69ef1
|
- added an overall MAX lag counter to disconnect clients that lag beyond recovery
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2010-08-27 18:53:59 +00:00 |
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Mark Vejvoda
|
90f66d99bf
|
- updated game data checks display on server
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2010-08-26 23:14:55 +00:00 |
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Mark Vejvoda
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f765ab0880
|
- updated game data mismatch display
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2010-08-26 23:04:14 +00:00 |
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Mark Vejvoda
|
ddf4fca0bf
|
- another change to game data packet length for the sake of cheesy windows
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2010-08-26 22:29:48 +00:00 |
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Mark Vejvoda
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1058065ce7
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- changing the max filecount lower to avoid stack overflow due to array taking > 1MB
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2010-08-26 20:28:26 +00:00 |
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Mark Vejvoda
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f3278c3cf3
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- bugfixes for stack overflow issue (static array size too large causing chkstk errors)
|
2010-08-26 19:01:44 +00:00 |
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Mark Vejvoda
|
4ebd156828
|
- added new commandline parameter to display the version of SDL used by the program
|
2010-08-26 16:03:54 +00:00 |
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Mark Vejvoda
|
c5624d8662
|
- bugfix for newer gcc compiler that freaks out on using static ints as a parameter to stl's min and max functions
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2010-08-26 15:00:50 +00:00 |
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Mark Vejvoda
|
979a6ddb09
|
- fixed compile issues for tomreyn
|
2010-08-26 14:48:04 +00:00 |
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Mark Vejvoda
|
8274ff1efb
|
- windows compile bugfixes
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2010-08-26 05:43:08 +00:00 |
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Mark Vejvoda
|
db173d0fdd
|
- bugfixes for network playername inline editing in the lobby during a slot switch
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2010-08-26 05:30:17 +00:00 |
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Mark Vejvoda
|
a64fa69d02
|
- bugfixes for experimental game data synch check in lobby
- added a fix for socket sending when the send buffer is full and we have more data to send
|
2010-08-26 03:15:36 +00:00 |
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Mark Vejvoda
|
e5678be10c
|
- bugfixes for experimental game data synch check in lobby
- added a fix for socket sending when the send buffer is full and we have more data to send
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2010-08-26 02:36:17 +00:00 |
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Mark Vejvoda
|
5a796444b8
|
- added a cache for compute fog of war
|
2010-08-25 23:55:59 +00:00 |
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Mark Vejvoda
|
c01b43f635
|
- added another layer of authentication to validate the client is REALLY a mega-glest client
|
2010-08-23 15:40:43 +00:00 |
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Mark Vejvoda
|
0509b5d643
|
- bugfixes for playername change in lobby screen
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2010-08-23 04:33:21 +00:00 |
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Mark Vejvoda
|
0ad20a1a2d
|
- fixed code for debug asserts
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2010-08-22 08:42:43 +00:00 |
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Mark Vejvoda
|
bf5f6b7f33
|
- experimental support for idenitfying specific game data which is out of synch with the server.
|
2010-08-22 08:00:05 +00:00 |
|
Mark Vejvoda
|
cce338a2c6
|
- atempt to squeeze some extra rendering performance
|
2010-08-21 18:50:56 +00:00 |
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Mark Vejvoda
|
455876a3c0
|
- added the ability to change your playername from the game lobbies inline
|
2010-08-21 13:04:52 +00:00 |
|
Mark Vejvoda
|
80c54b7a21
|
- added version mismatch check on server to avoid spurious client connection activity
|
2010-08-21 02:59:21 +00:00 |
|
Mark Vejvoda
|
d08c8300f0
|
- more attempts at stability for network games
|
2010-08-21 01:52:41 +00:00 |
|
Mark Vejvoda
|
07cbcc0bec
|
- added a bunch of null terminations to all char buffers in network protocol
|
2010-08-20 23:53:10 +00:00 |
|
Mark Vejvoda
|
ff7828fa6f
|
- more NULL checking for safer execution
|
2010-08-20 22:59:32 +00:00 |
|
Mark Vejvoda
|
0e82836e01
|
- more NULL checking for safer execution
|
2010-08-20 22:17:30 +00:00 |
|
Mark Vejvoda
|
1fa9efc091
|
- alittle more bullet proofing using NULL pointer checks
|
2010-08-20 20:51:25 +00:00 |
|
Mark Vejvoda
|
fc31e7713d
|
- added null pointer check
|
2010-08-20 20:29:30 +00:00 |
|
Mark Vejvoda
|
a6d33fe569
|
- attempt to protect a little against spurious network activity
|
2010-08-20 20:03:06 +00:00 |
|
Mark Vejvoda
|
277362a6c7
|
- fixed a possible infinite loop while receiving network packets on clients for network games (found by titi's stack trace dump)
|
2010-08-20 18:06:03 +00:00 |
|
Mark Vejvoda
|
94e4a85957
|
- How i love you microsoft... another win32 fix
|
2010-08-07 06:35:52 +00:00 |
|
Mark Vejvoda
|
0f8eb267c6
|
- attempt to correct network message alignment problem
|
2010-08-07 06:19:56 +00:00 |
|
Mark Vejvoda
|
cee6b8dfc8
|
- attempt to help client wait for network packets better
|
2010-08-07 05:55:18 +00:00 |
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