{"head":"fde17b3eea2b753b0ba898eadb1b627dc4db37e2","size":4,"push_id":45906725,"shas":[["8e31dee1a148310806acf480b03f9de3c213c74d","ac2b49114ff67564819ed16b61c30a6599435e46@gmail.com","Implemented a very primitive tick manager -- which GameClient.cs will be handling tick-stuff on its own.\nAdded a game loop to Game.cs which is started on a new thread and it'll be notifying worlds with active players in it to update.\nAdded a virtual function Update() to  DynamicObject.cs so extending types can implement it for their update needs (ie Monster.cs calling it's Brain()).\nOverrided update() in world.cs -- it calls child actors and players update() functions.\nFixed OnActorMove() in Worlds.cs -- so that for player actors, position update message is not sent back to original player (otherwise it'll cause leaps on client side).\nMoved EndOfTickMessage to src/Mooege/Net/GS/Message/Definitions/Tick\nIntroduced GameTickMessage.cs which is actually DWordDataMessage6.\nRemoved SendMessageNow() function and all references -- if we need it somehow in the future, I'll be putting it back.\nRemoved all that manual hacky ticks from code.\nRemoved player.InGameClient.FlushOutgoingBuffer() calls, as it's now automated -- player:update() will be flushing buffers.\nAdded a basic Brain() function to Monster.cs -- which u can put your simple AI stuff.\nChanged Game.cs _worlds and _objects to ConcurrentDictionary, we don't want any races there.","raistlinthewiz"],["12e1a951c2e1aa48f9a2c5150153540787c30f0f","ac2b49114ff67564819ed16b61c30a6599435e46@gmail.com","Merge pull request #164 from raistlinthewiz/master\n\nImplemented a very primitive tick manager","raistlinthewiz"],["e2c0e2083d67d9dc6519bc5814f0ee50a43442eb","3d8ea4a38663ba576c0d02ffb16c7e0d7bb1bccf@gmail.com","Merge commit '12e1a951c2e1aa48f9a2c5150153540787c30f0f'","james"],["fde17b3eea2b753b0ba898eadb1b627dc4db37e2","3d8ea4a38663ba576c0d02ffb16c7e0d7bb1bccf@gmail.com","Merged monster.cs changes, fixed refrence prob in secondary animation","james"]],"ref":"refs/heads/master"}