- using worldposition instead of simposition (an item outside the airlock can be close enough to pick up even if it's far away in physics sim coordinates)
- checking if the player is inside the interact trigger of the item
- better way of checking if the item is a ladder
- anti-husk drug
- resized medicine/chemical physics bodies to match the sprites
- damage done to items is determined by the structureDamage value of an attack
Client doesn't receive its own real position from the server yet (and I actually can't find where the code filters this information out, but since I'm doing a rewrite it probably won't matter), and since the inputs aren't sent reliably or redundantly, desync is inevitable.
I'll be replacing reliability with redundancy; basically, instead of requiring acks for reliable packets, both the client and server will stack and send several previous states redundantly. This has several benefits, such as allowing the frequency at which packets are sent to be greatly reduced (at the cost of larger packets, but that's a non-issue really, the overhead of many tiny packets is probably worse), and it makes implementing the authoritative server a lot easier.
The reliable sender will probably be needed later to make clients able to download subs again, but for now it's not important.
- medics always have a high enough medical skill to fabricate any drug
- respawned characters get the same ID card tags they would've gotten if they had spawned inside the main sub
- highlighted characters glow in the dark
- clients don't send server passwords as plaintext: the server sends a nonce which the client encrypt using the password as the key
- IPs are visible in netstats
- amount of client jobpreferences limited to 3 at the servers side
- sanitizing client names
- AICharacter, hull, structure and submarine updates from clients are ignored
- character updates from anyone else than the client controlling the character are ignored
- players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed)
- server has authority over reactor temperature
- batteries are restored to full capacity and all items repaired when resetting the respawn shuttle
- some respawnmanager refactoring (characters/items arent created in WriteNetworkEvent anymore)
- syncing respawnmanager state with clients who join mid-round
- LOS is turned back on when respawning