Reduce the maximum latency to stop the game pausing and shooting ahead.
Working client sync: adjust the clock to try to match the latency of other
Change data files to binary files
Remove redundant stuff relating to the old network code
Only advance the receive window if we have received ticcmds from all
Replace -client with -connect which takes a hostname/ip to connect to.
Track memory used by packet data to help detect memory leaks
Free back packets sent to the server after parsing them
Detect when clients are disconnected from the server, recover cleanly
Set ticdup from the command line with the -dup parameter.
Do not allow tics to buffer up in single player (stops the gun instantly
Fix crash when NOT recording lowres
Set maketic-gametic lag back to 1 second.
Add lowres_turn to indicate whether we generate angleturns which are
Fix bugs in resend code for server->client data
Add lowres_turn parameter to net_full_ticcmd_t structure r/w functions
Packet resends for server->client gamedata
Move tic number expansion code to common code. Parse game data packets
Increase the size of BACKUPTICS to deal with heavy lag
Full working resends for client->server comms
Request resends for missed packets
Define a new type net_full_ticcmd_t, a structure containing all ticcmds
Remove the savegame buffer entirely. Keep the old savegame size limit
Support NWT-style WAD merging (-af and -as command line parameters).
Install into the games directory, not bin (Thanks to Jon Dowland)
Allow map things of type <= 0 - these are ignored by Vanilla Doom.
Avoid conflict with stdc time function
Exit with an error when playing a demo with the wrong version, like Vanilla Doom
Fix compiler warning due to missing include
dehacked replacements for switch texture names
Allow overriding the animation texture/flat names via dehacked
Include the config header so that endianness is dealt with correctly
Fix bug when expanding large sound effects with odd sample rates
Rearrange the order of startup code to allow replacing the IWAD filename
Make the network waiting screen not thrash the CPU so much.
Allow changing the names of level lump names via dehacked.
Fix dehacked sky replacement
More dehacked text substitutions for finale text names
Allow changing of all menu graphic lumps via dehacked
Allow changing the status bar graphic lumps via dehacked
Allow changing the sky texture names via dehacked patches
Periodically request the time from clients to estimate their offset to
Dehacked string replacements for menu graphic lump names
Dehacked string replacements for intermission screen graphic lumps
Dehacked string replacements for sound and music lump names
Dehacked string replacements for startup messages, IWAD names, demo
Catch calls to DEH_String before DEH_Init is called
Add first game data sending code. Check the client version when connecting.
Remove SAVESTRINGSIZE (now defined in p_saveg.h)
Import differences from stable branch.
Move savegame header read/write code into p_saveg.c
Remove now-redundant note about structure packing.
Add functions to r/w structures to the savegame buffer, rather than
Write icon data as hex numbers, rather than decimal
Include the game version in the settings structure.
Set the window caption and title
Detect if disconnected from the server while waiting for the game start.
Change the format of color commands. Reorganise the waiting dialog.
Add text-mode I/O functions.
Fix game start packet parsing logic.
Textscreen getchar() function; remove SDL code from I_Endoom.
Update prototypes to match header. Make sure we include the header in the
Signed integer read functions. Use these when reading ticcmd diffs.
Only accept sane player values when starting a new game.
Only start new games when in the waiting-for-start state.
Combine mouse motion for tics into single events.
Interpret the dehacked "max health" setting properly.
ticcmd diffs: allow compare and patching ticcmds, and reading/writing
Reliable packet transport mechanism
Send clients their player number, and indicate on the waiting screen
Deduce a sane player name by examining environment variables. Add
Strip carriage returns from the end of lines when reading configuration
show_endoom config file option to disable the endoom screen
Play some random music for the players while waiting for the game to
Seed the M_Random random number generator from the system time to give
Add S_MusicPlaying function to query if music is still playing.
Reject new connections if the server is not in the waiting state.
Don't grab the mouse on the net waiting screen
Allow the server to reject clients
Fix double free of addresses
Detect when client connection is disconnected.
Send keepalives if the connection is not doing anything else.
Move common connection code into net_common.c, shared by server
Send player name and address in the waiting data packets. Display these
Only display a warning when unable to emulate a spechit overrun
Import the spechit overrun code from prboom-plus. Thanks to Andrey Budko
Mention the Chocolate Doom wiki, fix a spelling error.
Fix the behavior when expanding sound effects (again). Doom actually