repoFacepunch.Steamworkscancel
391 Commits over 1,979 Days - 0.01cph!
Added Friends.OpenWebOverlay test
Update FriendsTest.cs
Fixed ConnectionInfo.Identity returning wrong thing
Add MonoPInvokeCallback to OnDebugMessage
Added SteamNetworkingUtils.SendBufferSize
Update Facepunch.Steamworks.Win64.csproj
Fixed calling StreamServer.Shutdown clearing client interfaces too
Update Facepunch.Steamworks.Win64.csproj
Fixed GlobalStatsReceived not added to debug list
Call OnDebugCallback on CallResults too
Seems like struct packing only changes with CSteamId if it's not the first field
Update Facepunch.Steamworks.Win64.csproj
Some collection modified safety in Dispatch (seeing a few exceptions on Rust staging)
Removed SteamClient.OnCallbackException, SteamServer.OnCallbackException
Added Dispatch.OnException
Only try to copy to Rust folder if you're using my computer
Rename SocketInterface to SocketManager, ConnectionInterface to ConnectionManager
Fixed Sockets created using CreateRelaySocket not recieving messages
Added interface versions of Connection/SocketManagers
Build a .win32 version for nuget too
Generate a dictionary of CallbackType's and the actual typeof the callback struct
Hide structs starting with "PS3"
Add Steamworks.Dispatch.OnDebugCallback
use Defines.k_SteamInventoryResultInvalid instead of default
Added SteamNetworkingUtils.ConnectionTimeout
Added SteamNetworkingUtils.Timeout
Renamed SteamNetworkingUtils.GetConfigInt to SetConfigInt
Fixed dispatch double callbacks when server initialized
Cleaned up SteamClientClass/SteamServerClass
Using shorter NetAddress.From
Renamed var ConnectionInfo from data to info
Added a bunch of functions/properties to NetIdentity
Added a bunch more functions to NetAddress
ConnectionInfo exposes NetAddress, NetIdentity
Added NetAddressTest
Debug output for SocketInterface test
Fixed SteamFriends events not being hooked
Fixed SteamServer events being hooked twice
Nuget - include steam_api64.dll
Chnaged RequestEncryptedAppTicketAsync tests to keep in mind that it can only be called once every 60 seconds
Throw exception if trying to initialize multiple times
Shutdown dispatch on server/client close
Update SteamNetworkingTest.cs
In ISteamNetworking everything is deprecated apart from the p2p stuff
Delete Facepunch.Steamworks.Posix64.csproj
Some code quality stuff
Fixed NetworkUtils.DebugOut on 32bit
RequestUserStats to RequestUserStatsAsync
Rename RequestGlobalStats to RequestGlobalStatsAsync
Hide FriendFlags
Added SteamUgc.DownloadAsync
Added Friend.RequestUserStats()
Added Friend.GetStatFloat
Added Friend.GetStatInt
Added Friend.GetAchievement
Added Friend.GetAchievementUnlockTime
Ignore enums with "Force32Bit" in their names
Added SteamNetworkUtils.OnDebugOutput, DebugLevel
Fixed SocketInterface duplicate connections, callbacks
Added StructFunctions
NetMsg uses the flat function to release
Added IsSteamChinaLauncher
Try to define whether interfaces are shared/client/server only a bit better
CallResult takes an IsServer parameter
Update NetworkingSocketsTest.TestConnectionInterface.cs
Prefer use client interface if both exist (this might need a big change at some point)
Merge branch 'master' of Facepunch.Steamworks