- 30 Sep, 2021 1 commit
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ceddral authored
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- 24 Sep, 2021 4 commits
- 23 Sep, 2021 3 commits
- 22 Sep, 2021 2 commits
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ceddral authored
windowSizeLoop does not access any variables that are altered during a reconnect. therefore it can continue to run uninterrupted
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ceddral authored
keepalive takes care of terminating stale connections so we do not have to implement a ping loop. inputloop now accesses player reference. no input loop for a player must be running when that player is being modified
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- 20 Aug, 2021 1 commit
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ceddral authored
update may come before first wait. ignore if we woke up from a timeout or not. always check if a resize is necessary.
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- 16 Aug, 2021 1 commit
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ceddral authored
no more crashes on too small windows, also now utilizing full screen. but scrolling is now horribly slow on large screens
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- 15 Aug, 2021 1 commit
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ceddral authored
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- 14 Aug, 2021 1 commit
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ceddral authored
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- 12 Aug, 2021 1 commit
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ceddral authored
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- 11 Aug, 2021 1 commit
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ceddral authored
rate limit input, end game if not able to keep up
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- 10 Aug, 2021 1 commit
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ceddral authored
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- 07 Jul, 2021 3 commits
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Michael Gebhard authored
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Michael Gebhard authored
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Michael Gebhard authored
telnet sometimes sends nullbytes as part of end of line those don't really map to a key being pressed so we don't care
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- 29 Jun, 2021 1 commit
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Jonny Schäfer authored
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- 04 Jun, 2021 2 commits
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Michael Gebhard authored
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Michael Gebhard authored
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- 01 Jun, 2021 3 commits
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Michael Gebhard authored
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Michael Gebhard authored
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Michael Gebhard authored
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- 28 May, 2021 1 commit
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Michael Gebhard authored
lobby stub allow a hardcoded player to 'reconnect' into the single running game
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