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path: root/modules/enet/networked_multiplayer_enet.h
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* Expose channels in NetworkedMultiplayerENetFabio Alessandrelli2018-05-121-0/+13
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* Enet: Add wait time param to close_connection()mhilbrunner2018-05-071-2/+2
| | | | | | | | Enet: Allow to set client interface/address and port Enet: More error checks Fix comment
* Add DNS resolution in NetworkedMultiplayerEnet::create_client()mhilbrunner2018-04-131-1/+1
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* Implement get_peer_[address|port] in ENet/WSServerFabio Alessandrelli2018-04-121-0/+3
| | | | | | | Also implement get_connected_host and get_connected_port in WebSocketPeer (not supported in HTML5 due to browser limitation). Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to WebSocketServer.
* NetworkedMultiplayerEnet: Add disconnecting/kicking peersmhilbrunner2018-04-101-0/+2
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove "const" from PacketPeer get_packet/get_varFabio Alessandrelli2017-12-151-4/+4
| | | | | | They are NOT constant methods, as state by the comment message, they fetch the last packet and then forget about it, actively changing the state of the object.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Updated function argument namesWilson E. Alvarez2017-08-121-1/+1
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* Add zstd compression support.Ferenc Arn2017-06-081-1/+2
| | | | | zstd has much better compression speed and ratio, and better decompression speed than currently available methods. Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Update ENet module to support custom ENet libFabio Alessandrelli2017-03-241-1/+1
| | | | Keep compatibility with upstream enet libraries
* Make that Whole New World great againRémi Verschelde2017-03-051-1/+2
| | | | Fix regression from 5dbf180 that broke Windows build.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-17/+14
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* enet: Split enet thirdparty files and allow unbundlingRémi Verschelde2016-10-151-0/+28
| | | | | Building against shared libraries only implemented for Linux X11 so far. TODO: Document Godot's modifications of upstream enet.
* Use 2 different ENet channels for reliable/unreliable packetsFabio Alessandrelli2016-09-301-0/+7
| | | | | This avoids stalling other sequenced but unreliable packets (i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
* add NetworkedMultiplayerENet::set_bind_ipHubert Jarosz2016-08-271-0/+3
| | | | which allows ENet to bind on custom IP.
* -High Level protocol optimization (should be smaller)Juan Linietsky2016-08-221-0/+26
| | | | | | -Ability to set compression to ENet packets (check API) -Fixed small bug in StringDB that lead to duplicate empty strings -Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
* Brand new networked multiplayerJuan Linietsky2016-08-191-11/+22
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* Added high level networked multiplayer to Godot.Juan Linietsky2016-08-141-1/+3
| | | | | It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
* Missing some bits, and added connection status.Juan Linietsky2016-08-141-0/+3
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* -Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher ↵Juan Linietsky2016-08-141-0/+69
level" networking.