EntityEventManager sends an empty event with an ID of 0 if the entity doesn't exist anymore when writing the event. The recipient should simply skip over these messages and read the next one, but clients only did so if the event is the next unreceived one, causing the rest of the messages to be read incorrectly (which could lead to various sorts of problems in addition to the header and buffer size errors). The server didn't deal with the empty events correctly either, it increased the last received ID even if the received event was not the one the server is waiting for, potentially causing other non-empty events to be ignored.
+ Added an error message if the size of an NetEntityEvent is larger than 255 bytes. Not only is that excessively large for an event, but the length of the event is written as a byte and larger ones may again cause messages to be read incorrectly. Most events should be nowhere near 255 bytes, but now that the descriptions and tags of a spawned item are included in the item spawn messages there's the possibility that some events are too large.
- Fixed MonsterEvent checking if the name of the character directory contains the name of the disallowed character directory, which could for example cause them to disallow "someMonsterAlt" if "someMonster" is disallowed.
- Removed instantiating traitor start popup from client-side TraitorManager (instead the client receives the start message from the server).
- GUIMessageBoxes don't leave unnecessary empty space for the header if the header text is empty.
- More hard-coded text removal.
TODO: make it possible to give clients console command permissions via the menus and the console, save command permissions, deal with commands that don't work as intended when simply relayed to the server and executed server-side, add "ranks" (preconfigured or custom sets of permissions, e.g. moderator, admin, etc).
- Input fields for vectors & colors in SerializableEntityEditor.
- SerializableProperty tooltips.
- GUINumberInput supports floats.
- EditingHUD for structures (atm the only editable property is the color of the sprite)
- The vote count texts are removed when voting is disabled.
- Server sends vote status to joining clients (-> clients see the number of votes immediately, not after someone votes something).
- Server refreshes vote count texts when a client disconnects.
- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?)
- Reverting to the previous save if the entire crew is dead works correctly now.
- Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
- Clients can be given a permission to manage the campaign (atm selecting which location to head towards and buying items).
- Syncing cargomanager state with clients.
- Misc fixes.
- Moved SaveUtils to the shared project.
- Moved the "new game"/"load game" menu logic to a separate class.
- Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).