291 14/02/2014
Cleaned weapon firing code
290 14/02/2014
Set target clock tick to include a default dejitter buffer of 100ms
289 14/02/2014
Fixed disparity between WorldInfo and Physics tick rates
288 14/02/2014
Remove delta_time from behaviour tree update Using single tick physics except for corrections (allows collisions between objects and players) Added clock synchronisation Added dumb dejitter buffer Fixed unittest cases and prevents the main function from exiting Blender Added buffered locks to support respect for dejittering Fixed projectile typo. Added callbacks for post_physics simulation
287 26/01/2014
Fixed packing of integers for off-by-one errors. 64 Bit integer handler was actually 32 bit
286 26/01/2014
Moved maximum id constants to replicables
285 21/01/2014
Converted to fixed timestep game loop Added tick property to WorldInfo
284 18/01/2014
Code cleanup Added Matrix support, fixed Quaternion support
283 06/01/2014
Added subclass_of caching (populated on change rather than each frame) Removed set and get simulated signals, now boolean argument. Supported changed roles over network to influence physics simulation type (requires explict set on server or possession/unpossession)
282 06/01/2014
Physics fixes Added projectile actor subclass
281 05/01/2014
Fixed a bug whereby RPC calls could not be overridden in base class. Fixed a bug from UI where the scores weren’t writing to the correct places. General clean up.
280 05/01/2014
Update WIKI information Renamed missing names
279 04/01/2014
Cleaned #PEP008 violations Cleaned signals.py invoke_targets method to become recursive, rather than wastefully creating a While loop. Added all method to network library module headers Moved all handlers into the native_handlers or serialiser modules in network. Renamed string and bytes handlers to include “handler”. Moved default value setting to AttributeContainer (from Attribute.register). Renamed ArgumentSerialiser to FlagSerialiser. Renamed NetmodeSelector to NetmodeSwitch. Removed bitarray support.
278 03/01/2014
Removed supply_data and has_data methods, instead using value placeholder “FindAttribute”. Removed lengthy network.attribute calls in bge_network.Replicables, instead imported namespace for now. Unified repr representation of objects. Renamed StaticValue to TypeFlag Cleaned server_validate method in PlayerController Added single attribute to denote max move id value (2**16) Fixed INT handler for non power of two integer bit lengths
277 03/01/2014
Fixed falloff for weapons Added staticmethod to Actors: from_object to return the actor reference. Fixed wrapping of classmethods and staticmethods
276 03/01/2014
Cleaned server logic. Removed manual timer code and implemented bge_network.Timer
275 03/01/2014
Added AttributeError for non existent InputManager attribute lookups. Removed Signals for network update. Added active property for the stream classes MicrophoneStream and SpeakerStream. Modified string representation of InstanceRegister, ReplicableRegister and Struct instances (the former now checks for registered state before bothering to print instance ID) Added immediate updates to matchmaker on connection and disconnection of clients, and deletion of server. Modified voice chat to occur on key press. Ensured voice chat clears queue when not streaming. Removed unnecessary super call in request_registration for conflicts in id resolution. Changed Notification to check message width in pixels rather than characters.
274 01/01/2014
Updated replication rules. Added additional docstrings
273 01/01/2014
Cleaned UI theme. Removed “True Lies.ttf” font. Included missing files from last commit
272 31/12/2013
Added new client UI features Added scrolling to notifications when overflow occurs
271 30/12/2013
Fixed netmode selector bug (reusing old classes) Cleaned up more code
270 29/12/2013
Code cleanup Added base class for netmode class selector
In this update, there have been a lot of functional changes. Collisions now occur between the player and physics actors. This makes rewinding and other physics code easier to work with. It also makes things more predictable by using a fixed timestep.