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chocolate-doom
trimui-s
chocolate-doom-2.2.1 with trimui s support
neonloop
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Author
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
2006-01-09
Deduce a sane player name by examining environment variables. Add
Simon Howard
2006-01-08
Strip carriage returns from the end of lines when reading configuration
Simon Howard
2006-01-08
show_endoom config file option to disable the endoom screen
Simon Howard
2006-01-08
Play some random music for the players while waiting for the game to
Simon Howard
2006-01-08
Seed the M_Random random number generator from the system time to give
Simon Howard
2006-01-08
Add S_MusicPlaying function to query if music is still playing.
Simon Howard
2006-01-08
Reject new connections if the server is not in the waiting state.
Simon Howard
2006-01-08
Don't grab the mouse on the net waiting screen
Simon Howard
2006-01-08
Allow the server to reject clients
Simon Howard
2006-01-08
Fix double free of addresses
Simon Howard
2006-01-08
Fix packet send
Simon Howard
2006-01-08
Detect when client connection is disconnected.
Simon Howard
2006-01-08
Send keepalives if the connection is not doing anything else.
Simon Howard
2006-01-08
Move common connection code into net_common.c, shared by server
Simon Howard
2006-01-07
Send player name and address in the waiting data packets. Display these
Simon Howard
2006-01-07
Only display a warning when unable to emulate a spechit overrun
Simon Howard
2006-01-07
Import the spechit overrun code from prboom-plus. Thanks to Andrey Budko
Simon Howard
2006-01-07
Fix the behavior when expanding sound effects (again). Doom actually
Simon Howard
2006-01-06
Fix the "-skill 0" hack commonly used under DOS
Simon Howard
2006-01-05
Fixes for big endian machines (thanks locust)
Simon Howard
2006-01-05
Specify signed char explicitly for ticcmd_t fields.
Simon Howard
2006-01-02
Move I_InitGraphics call to be invoked earlier in D_DoomMain. Call the
Simon Howard
2006-01-02
Restructure the waiting screen code. Establish our own separate event
Simon Howard
2006-01-02
fix client connected function
Simon Howard
2006-01-02
Create NET_SV_Shutdown function to shut down the server. Call it
Simon Howard
2006-01-02
Change AddrToString function to use an internal static buffer, for
Simon Howard
2006-01-02
Clear the screen AFTER initialising the loading disk buffer, so that
Simon Howard
2006-01-02
Add a "-client" option to test connecting to a local server.
Simon Howard
2006-01-02
Fix connect timeout and shutdown client properly if we fail to connect.
Simon Howard
2006-01-02
Refer to connected clients by their AddrToString() output rather than just
Simon Howard
2006-01-02
Rename i_net_module -> net_sdl_module. Fix the AddrToString method.
Simon Howard
2006-01-02
Remove test code
Simon Howard
2006-01-02
Fix packet not freed back after being sent.
Simon Howard
2006-01-02
Encapsulate the event queue code properly. Add a D_PopEvent function
Simon Howard
2006-01-02
Make functions static. Remove unused variable.
Simon Howard
2006-01-02
Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_.
Simon Howard
2006-01-01
Client disconnect code
Simon Howard
2006-01-01
Remove GS_WAITINGSTART gamestate. This will be independent of the main
Simon Howard
2006-01-01
String read/write functions
Simon Howard
2005-12-30
Fix client code to correctly send reply to server on connection.
Simon Howard
2005-12-30
Millisecond clock function
Simon Howard
2005-12-29
Working client connect code
Simon Howard
2005-12-29
Add initial client/server connect code. Reorganise sources list in
Simon Howard
2005-12-29
Automatically initialise the address table
Simon Howard
2005-11-17
Catch SDL_QUIT event on ENDOOM display
Simon Howard
2005-10-30
Add foundation code for the new networking system
Simon Howard
2005-10-29
Fix help screen orderings and skull positions to make Chocolate Doom
Simon Howard
2005-10-26
Final Doom teleport logic was backwards
Simon Howard
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