Joonas Rikkonen
84e3c062a6
Merge branch 'ai-overhaul'
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Conflicts:
Barotrauma/Source/Characters/Attack.cs
2017-06-29 17:02:37 +03:00
Joonas Rikkonen
0998cdbe01
Server queues entity position updates and delays sending them if there's not enough room in a message after writing the entity events and chat messages.
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+ removed unused SparseUpdate
2017-06-28 23:05:41 +03:00
Joonas Rikkonen
b904cb8e0e
Fixed crashing if a message has no room for any entityevents (TODO: make sure item position updates don't take up all the space in the messages and prevent entityevents from being sent)
2017-06-28 18:38:24 +03:00
Joonas Rikkonen
38f92acf8e
Bunch of fixes to null reference exceptions caused by removing characters mid-round
2017-06-21 16:56:35 +03:00
Joonas Rikkonen
5cd2a5a838
NetEntityEventManager stops writing events to a message if the MTU is about to be exceeded and leaves the remaining events for the next message.
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Also got rid of the (now unnecessary) "maximum EntityEvent size exceeded" debug assertion; character spawn messages often went over the limit, causing issues when running debug builds.
2017-06-13 20:47:15 +03:00
Joonas Rikkonen
9b0d7c1020
Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
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+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
2017-06-10 15:07:10 +03:00
Joonas Rikkonen
8886409d56
Respawning characters get ID card tags for both the shuttle and the main sub
2017-06-07 21:14:38 +03:00
Joonas Rikkonen
46957684f3
Clients and server limit the number of chat messages included in a message if their byte size exceeds the MTU
2017-06-05 19:30:31 +03:00
Joonas Rikkonen
72ecba8e5b
Fixed message fragmentation issues caused by initial lobby syncing. The size of the initial message exceeds MTU if the host has a large number of subs, and apparently Lidgren doesn't attempt to handle fragmenting by default when sending the messages with the unreliable delivery method. Now the initial syncing message is sent only once with the reliable delivery method which should be able to handle fragmented messages.
2017-06-04 19:56:57 +03:00
Joonas Rikkonen
55cb56da59
Server ends the round if all characters are either dead or unconscious when autorestart is on (instead of waiting for everyone to be dead)
2017-06-04 18:04:37 +03:00
Joonas Rikkonen
24424cfb51
IP address is logged in all login error messages and the errors are logged to both the debug console and the server log
2017-06-04 17:55:11 +03:00
Regalis
94c6a8ea1b
Renamed project folders from Subsurface to Barotrauma
2017-06-04 15:00:53 +03:00