Fix #175: simply add Ghost colliding logic#176
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unknownersamli wants to merge 526 commits into0x0ade:ghost-fixesfrom
Closed
Fix #175: simply add Ghost colliding logic#176unknownersamli wants to merge 526 commits into0x0ade:ghost-fixesfrom
unknownersamli wants to merge 526 commits into0x0ade:ghost-fixesfrom
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…time-out before reconnect
…st name format to be legal names again
and choose better Guest name first, then always do optional numbers afterwards as before
…rval to 0, which isn't allowed.
Ability for Tab Suggestions to be canceled/hidden
…choosing the two parts
…ather than space-stripped name
Changing that guest-name-change logging from DEV to INF
Guest client identifiers
Log conn tokens until we fix the generator setup
…release as v2.2.1
… to hopefully avoid some hard to debug crashes people have been having when disconnecting at the wrong time.
…y name) when it exists, instead of 'username'. Also hide discriminator '0' that shows up on users transitioned to unique usernames
…changes Use the 'global_name' from Discord API's JSON
oops I broke discord auth, good thing we did testing in production :)
…, hope noone minds
…pace or channel name that is just the private prefix.
…ements. Some of the outputs might still be a bit clunky, and needs testing.
…f ParseAndRun to get exception-based command errors always.
…reported to player, and how they're listed.
… something I tried earlier.
Use `Ordinal` instead of `InvariantCulture` comparison
…tion from WaitFor doesn't cause the TaskCompletionSource from WaitForAsync to get canceled as well
…of Server setting. If multiple connection attempts fail and Server is not the DefaultServer, a button pops up right below the Connect toggle to connect back to official default server.
…ow 'Reload Extra Servers' button then as well, so initially you'd have to add some by config editing.
…ld've happened. EffectiveServer is a property that takes the override into account but does not get saved to YAML, as I intended it. If in the next month someone has 'Server: localhost' in their config, it'll be reset because it may have been the oopsie. But at least with the new mod option labels and warning it'll be noticable either way.
…tiveServer setter since that's private anyway
Clarify "Connect" option and show prompt to fix failing attempts to connect to non-default servers.
…& Shared (0x0ade#154) * check the description of the PR ( 0x0ade#154) if anything is unclear about this squash'd merge.
…iewport and leave Engine.Viewport alone
* Enable nullable context in Client project and fixed all(?) nullable-related warnings in it. * Introduce 'null-safe' extensions for checking common ButtonBinding properties
…er-maybe Adjust CelesteNetRenderHelper IL to avoid Engine.Viewport issues
…nnection (0x0ade#164) * Only throw exceptions in DataContext.Read that will kill a connection when the DataType originates from CelesteNet itself. From other mods, just log the exception... * Same for WriteAll as for ReadAll -- only throw exceptions when it is CelesteNet's own DataType, otherwise just log the error.
…hey're caused by other mods' data
…on-other-mods Use custom exception during data read/writes and just log them when they're caused by other mods' data
(adds ModInterop exports + ) Session-Level Interactions Override
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How did you branch this off of PR #29, and somehow you're trying to merge everything that has happened on the main branch in the last 3 years back into that ghost-fixes branch?... Can you start out on "main" and make your branch on that and open a new PR? Edit: Your one commit, a86eb8f also seems to change nothing, as far as I can tell |
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My bad, I didn't reconize something was wrong |
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The new pull request is change to #177 |
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This is not a serious fix but I just wanna reach out my hands