MysterD
0a5d4cd215
Fix softlock when player is grabbed by enemy
2022-03-28 18:57:52 -07:00
MysterD
c0b6590fcd
Separate ptrData from rawData on all platforms
2022-03-25 23:05:58 -07:00
MysterD
11649ce1d8
Added HOOK_ON_OBJECT_UNLOAD, HOOK_ON_SYNC_OBJECT_UNLOAD
2022-03-17 01:43:08 -07:00
Prince Frizzy
75bb9b7912
Update to Refresh 13 ( #19 )
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* Refresh 13
Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
Prince Frizzy
a9aeb50e76
Crash Fixes - Sanity Checks And Cleanup. ( #17 )
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* Add NULL check to try_allocate_object.
* Clean up spawn_object.c
2022-03-09 23:22:58 -08:00
MysterD
d03aacc144
Added ability for Lua to spawn non-synchronized objects
2022-03-09 21:25:34 -08:00
MysterD
2d8715b330
Made adding to behaviors possible in Lua
2022-03-05 01:29:24 -08:00
MysterD
3ad6c721dc
Initial custom behavior commit
2022-03-03 01:04:15 -08:00
MysterD
1131fb02db
Prevented SM64 hang on object count overflow
2022-02-22 01:10:17 -08:00
MysterD
04d01667c3
Added a callback for area timer objects to only run certain things once per frame
2021-08-19 00:31:20 -07:00
MysterD
7e59d34939
Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time
2021-08-12 18:13:41 -07:00
MysterD
fecba91c5e
Rewrite the core of network area timer (yet again)
2021-08-10 18:29:49 -07:00
MysterD
6a957757d4
Refactored network area timer system
2021-08-03 19:21:50 -07:00
MysterD
13d504a953
Replaced old host/join menu with new DJUI menu system
2021-07-04 22:40:04 -07:00
MysterD
0c459294bb
Fixed the merry go round in BBH
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Fixed releasing of sync objects that otherwise don't sync their death events
Fixed using/releasing reserved objects in an area that the server isn't in
2021-06-14 21:06:07 -07:00
MysterD
33fbed94e4
Synchronized respawners and entities created after level load
2021-06-08 21:21:52 -07:00
MysterD
b9750057d5
General network code clean up
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Marked globals, rearranged functions, added comments
2020-09-06 11:02:41 -07:00
MysterD
3b00aa9e42
Various synchronization enhancements
2020-08-11 23:00:13 -07:00
MysterD
fac4c20a36
Synchronized player health/death
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Now we will never kill remote players locally, they will have to let us
know that they died.
Synchronized more of the small breakable box
Fixed desync where an object wouldn't be dropped sometimes
Fixed infinite loop when remote player was squished
2020-08-06 18:45:39 -07:00
MysterD
e61b137160
Refactored entity death sync + reliable packets
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Embedded an immediate packet send whenever a synced entity is unloaded
from the game.
Added reliable packet sending.
2020-08-05 01:01:50 -07:00
MysterD
01e02affad
Saved player index in held objects
2020-08-01 19:03:26 -07:00
n64
4a448cf10d
merge refresh 10
2020-06-20 02:49:59 +03:00
Colton G. Rushton
c8a5d2ec68
Fix unused code
2020-05-17 05:49:34 -03:00
V. R. Miguel
bc5942d189
A better fix to the cylboard problem
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So we've reverted the previous 'fix' and add this one, by @HeavenVolkoff.
2020-05-17 03:34:05 -03:00
n64
c45aa301bb
Refresh 8
2020-04-03 14:57:26 -04:00
n64
06ec56df7f
Refresh 7
2020-03-01 22:42:52 -05:00
n64
9a801cb96d
refresh 6
2020-02-03 00:51:26 -05:00
n64
04732af90b
refresh 4
2019-12-01 21:52:53 -05:00
n64
a7c423cb43
Refresh 3
2019-11-03 14:36:27 -05:00
n64
52e605f075
Refresh 2
2019-10-05 15:08:05 -04:00
n64
89e8690857
init2
2019-08-25 00:46:40 -04:00