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LuaCsForBarotraumaEP
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7f400715656c112889cece76184d96e42c8aee04
LuaCsForBarotraumaEP
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Subsurface
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Source
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Networking
T
History
Regalis
7f40071565
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
...
- syncing statuseffects caused by using an item on self
2016-03-27 20:20:34 +03:00
..
BanList.cs
Removing the obstruction element without flickering, better looking (& working) radar
2015-11-01 22:10:31 +02:00
FileStreamReceiver.cs
- Changes in UpdateNetPlayerPosition
2016-02-28 14:33:03 +02:00
FileStreamSender.cs
- File transfer improvements (switching the sub selection during transfer works, max transfer duration, waiting for transfers to finish before starting the round)
2016-02-27 21:01:10 +02:00
GameClient.cs
Option to set a duration for a status effect
2016-03-26 23:20:02 +02:00
GameServer.cs
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
2016-03-27 20:20:34 +03:00
GameServerSettings.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
NetBufferExtensions.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
NetConfig.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
NetStats.cs
AICharacte syncing bugfixes, cleanbuild removes the temp save folder, minor networkevent optimizations (enum max value == GetValues().Length-1)
2016-02-21 20:46:57 +02:00
NetworkEvent.cs
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
2016-03-27 20:20:34 +03:00
NetworkMember.cs
- health/oxygen syncing with the new -100.0 - 100.0 range taken into account
2016-03-26 18:09:17 +02:00
ReliableSender.cs
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
2016-03-27 20:20:34 +03:00
ServerLog.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00