Age | Commit message (Collapse) | Author |
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(this
annoyed me for some time now)
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(after reboot)
-Fix: [Network] Fixed warnings that came with last revision
-Cleanup: [Network] Removed an unused var (_network_client_port)
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- You can change patch settings via 'set patch <patch_name> [<value>]'
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'protect' and 'name' in:
- set server_pw "password"
- set server_name "servername"
- set company_pw "password"
- set name "playername"
(patch by sign_de)
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unique id (generated via md5)
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-Add: [Console] Auto sort commands and variables (sign_de)
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'magic-numbers' in favour of constants. (Tron)
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of areas that require further investigation (Tron)
-Note: booby trapped some suspicous assignments (Tron)
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-Fix: network client should not stop sending ready packets anymore [client should not timeout without any reason]
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-Feature: console logging (of debug messages with *developer = 2 and debug_level #) to text-files "script test.txt"
-Feature: server and client are auto-executing "on_server.scr" and "on_client.scr" scripts
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-Fix: fixed some english console texts
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-Feature: added info_cmd command
-Codechange: renamed "varinfo" to "info_var"
-Fix: some const fixes in console.h
-Fix: fixed return value of IConsoleCmdGet
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-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
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for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
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-Fix: added another network.c stub
-Consolecommand: "scrollto <tile>" center main view on <tile> [Darkvater]
-Consolecommand: "resettile <tile>" force bulldoze <tile> without any checks (DEBUG only) [Darkvater]
-Fix: resetengines is hooked to be not available in network games
-Codechange: "connect <connectstr>": the connect command now uses a connectionstring like the network-gui
-Fix: Direct Connect editbox can handle up to max ~35 characters [Darkvater]
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