4,119 Commits over 1,127 Days - 0.15cph!
Revert DisposeAsync, it actually isn't needed. Only dispatch Disconnect if we're connected. Add EnableCompression to set deflate options if their socket server supports.
Attempt to fix double pixel placer avatar. Dispose socket immediately on reconnect?
Increase reconnection timer
Use DisplayName on Leaderboard
Auto reconnection timer. Increased bitmap segment count. Extra logging. Re-use socket.
Hover, don't flush every inc ;)
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
Remove sgrph, add grid to shader
Fix lobby display but still doesn't launch other members into the game yet
Fix up Elo, lobby screen, fix match summary progress delta
Let's just update the leaderboard every 30 seconds now
Re-apply Bak's changes because I overwrote 'em during rebase soz
Fix command box blocking input
Mod + server-side login + mod commands
Give us superpowers again
Update leaderboard every 2 second stress test
Clear initial messages if we get disconnected
Don't reconnect if we're already connected - hotload issue
Try to reconnect if we get disconnected
If too many placer avatars delete the first immediately
Fix hotloading, add Placer list + Placer
Remove HasInitialBitmap only set Status to connected when we have it
Fix messages sending as BaseMessage :S
Add error message if failed to connect, connect to dedicated hosted websocket server
Add event for OnPixelPlaced, pass SteamId of the placer
Rename DrawerAPI
Oops SocketException isn't whitelisted
Add BaseMessage, SteamId support + set. Add ConnectionStatus
Remove server files we'll put these elsewhere