19,254 Commits over 3,898 Days - 0.21cph!
Add MonoPInvokeCallback to OnDebugMessage
SteamNet: allow configure of SendBufferSize
Added SteamNetworkingUtils.SendBufferSize
Fixed localization on Inventory screen
Added localization for On/Off on options
Added achievments to localization
Fixed QUICK CRAFT not localized
Fixed item name hidden in chinese/korean/japanese
Fixed chinese/korean/japanese names not showing in the team dock
Updated phrases
Update Facepunch.Steamworks.Win64.csproj
Fixed calling StreamServer.Shutdown clearing client interfaces too
Update Facepunch.Steamworks.Win64.csproj
Package updates
Steamworks update
Leaderboard, server test
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
Fixed exception in ShowDemoBrowserButton if "demos" folder doesn't exist
Added netcode protocol to tags
Client change network system automatically when trying to join a server
Don't try to route steam queries through netcode if not supported (tell steam to use its own port)
Fixed NRE in Raknet.Client.Send
merged from /main/SteamNetworking
Use Raknet unless -swnet set
Only try to copy to Rust folder if you're using my computer
Switch to SteamNetwork Interface mode
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
Simplified Network.Write into Network.NetWrite so it doesn't need to be derived
Use steam networking if running with -swnet
Specialized NetworkClient just for playing demos (so we don't have to implement it in every implementation)
Added steamnetdebug to toggle debug info [0-8]
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
Don't call GetAuthSessionTicket if no steam
Linux steam library update
Initialize Steam before the main menu (fixes rich presence errors)
Added SendInfo GetAllConnections
Choose NetworkInitSteamworks in Bootstrap
Added SendInfo.GetAllConnections()
Initialize SteamServer before creating server
Added Facepunch.SteamNetworking alternative networking
Demo Recording shit can be in base class
Raknet.Write.cs isn't used
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Steamworks latest:
- Fixed SteamServer events being hooked twice
- Fixed SteamFriends events not being hooked
- Throw exception if trying to initialize multiple times
- Shutdown dispatch on server/client close
Fixed SteamFriends events not being hooked
Fixed SteamServer events being hooked twice
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