Age | Commit message (Collapse) | Author |
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capacity/matrix initialisation
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height.
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whole joining (including download) phase
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executing the pause command. This to prevent showing paused and especially unpaused to be shown when the state doesn't change. Output now mentions whether pause changes keep the game paused and what reasons for pausing there 'currently' are.
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in the pause mode
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client aborting to join or actually joining
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remove some unused variables
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limitations and unused code/strings.
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list GUIs / use ResizeWindow instead of custom resize code.
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know of eachothers size so they don't get overlapped and don't get invisible (bottoms) of windows when a larger font is used
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closer to the window
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before the details string.
Gentlemen, swap your string parameters.
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increase the default size slightly)
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details of the network lobby and split detail drawing to its own function
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list a seperate function and remove some magic numbers
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purposes, i.e. make it translatable
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used in ways that aren't always wanted, causing bugs and the like. Also with nested widgets most reasons for handling OnResize have gone.
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window to a separate function
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for the content gui.
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wrong 'size') upon reiniting windows
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newlines (multi line strings) we need to (properly) handle the case when there are no spaces instead of truncating the string.
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NetworkSend_Init() is useless
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packet caused the connection to be closed. Also force-close the connection on invalid packets.
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PMing
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someone who lost his/her connection or when you were team chatting and moved out of the company.
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comment
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'generic' includes so compilation without network support doesn't get broken as easily by changes in header files
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was paused due to an error. Just reject such savegames in dedicated servers.
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InvalidateData (which does the same). Also call InvalidateData in a few cases where that was actually meant.
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tick when the pause command only gets processed once every frame_freq ticks. So it would spam the console with duplicate attempts.
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