Age | Commit message (Expand) | Author |
2009-11-21 | Merge from trunk. | Simon Howard |
2009-09-30 | Change British English spellings to American English, for consistency. | Simon Howard |
2008-09-10 | Split off game mode/mission/version definitions into common code, along | Simon Howard |
2008-09-06 | Remove includes of doomdef.h where possible, move generic parts into top | Simon Howard |
2008-02-21 | Shut up compile warning. | Simon Howard |
2008-02-17 | Add command line option for server to allow client version checking to | Simon Howard |
2007-08-09 | Remove debugging message. | Simon Howard |
2007-08-09 | Disconnect any remaining drones when the last real player quits. | Simon Howard |
2007-04-16 | Fix crash: don't check for client resends after they have disconnected. | Simon Howard |
2006-11-16 | Display lowres turning warning message client-side, not through | Simon Howard |
2006-10-18 | Strip out CVS logs, RCS Id tags. | Simon Howard |
2006-10-14 | Display drone indicator on the netgame waiting screen if drones are connected. | Simon Howard |
2006-10-14 | Display a different message from the normal WAD directory warning if | Simon Howard |
2006-10-11 | Shut up compiler warnings. | Simon Howard |
2006-10-06 | Send deh/wad md5sums to players at the waiting screen. Display a warning | Simon Howard |
2006-10-06 | Send deh/wad checksums to the server when connecting. | Simon Howard |
2006-10-05 | Prevent against deadlock where client and server are both stuck waiting | Simon Howard |
2006-09-30 | Make the server stop sending if one of the clients stops acknowledging. | Simon Howard |
2006-09-29 | Working drone clients! | Simon Howard |
2006-09-21 | Fix a lot of warnings (for fussy compilers) and one always-true check | Russell Rice |
2006-09-17 | Split off query data into a net_querydata_t structure in net_structrw.c | Simon Howard |
2006-04-06 | Add the ability to query the current state of servers, and '-query' | Simon Howard |
2006-04-06 | Sanity check data received by the server. Send version string earlier | Simon Howard |
2006-04-01 | Don't add modules to the server context until after they have been | Simon Howard |
2006-03-30 | When all players leave a server, start accepting new connections again. | Simon Howard |
2006-03-30 | Split off timer code into separate i_timer.c file. Add d_dedicated.c | Simon Howard |
2006-03-30 | Remove hard-coded use of network modules from server code. | Simon Howard |
2006-03-24 | Adjust anti-CPU-hogging sleep times. | Simon Howard |
2006-03-07 | Store the reason when a connection is disconnected, and display a | Simon Howard |
2006-03-07 | Generic console message mechanism. Inform all players when recording | Simon Howard |
2006-03-06 | Give a server-side warning when recording low resolution demos. | Simon Howard |
2006-02-27 | Working client sync: adjust the clock to try to match the latency of other | Simon Howard |
2006-02-24 | Fix -extratics | Simon Howard |
2006-02-24 | Only advance the receive window if we have received ticcmds from all | Simon Howard |
2006-02-23 | Free back packets sent to the server after parsing them | Simon Howard |
2006-02-23 | Fix crash when NOT recording lowres | Simon Howard |
2006-02-23 | Add lowres_turn to indicate whether we generate angleturns which are | Simon Howard |
2006-02-23 | Fix bugs in resend code for server->client data | Simon Howard |
2006-02-22 | Packet resends for server->client gamedata | Simon Howard |
2006-02-19 | Move tic number expansion code to common code. Parse game data packets | Simon Howard |
2006-02-17 | Remove debug code | Simon Howard |
2006-02-17 | Full working resends for client->server comms | Simon Howard |
2006-02-17 | Request resends for missed packets | Simon Howard |
2006-02-16 | Define a new type net_full_ticcmd_t, a structure containing all ticcmds | Simon Howard |
2006-01-22 | Periodically request the time from clients to estimate their offset to | Simon Howard |
2006-01-21 | Add first game data sending code. Check the client version when connecting. | Simon Howard |
2006-01-12 | Only start new games when in the waiting-for-start state. | Simon Howard |
2006-01-12 | Game start packets | Simon Howard |
2006-01-10 | Reliable packet transport mechanism | Simon Howard |
2006-01-09 | Send clients their player number, and indicate on the waiting screen | Simon Howard |