Releases: HeatXD/GekkoNet
Releases · HeatXD/GekkoNet
v20260415102359-8ca4058
Add runahead support to GameSession (#45) * Add runahead support to GameSession * Rename _runahead_base_frame to _runahead_start_frame * Fix runahead correctness issues * Fix local input frame and add runtime delay/runahead controls to online example * Minimize runahead footprint in existing code Move running_ahead flag to InputBuffer state via SetRunaheadMode() instead of threading it through GetCurrentInputs/GetInput parameters. Reset sync frame immediately inside HandleRunahead so AddLocalInput and network logic always see the real frame, removing the need for GetSessionFrame().
v20260316133147-7f1f19e
Fix spectators not receiving GekkoPlayerDisconnected events Decouple disconnect detection from the !locals.empty() guard in SendPendingOutput. Spectator sessions have no locals, so the host in remotes was never checked for timeout. Disconnect checks now run whenever there are connected peers, regardless of local player count.
v20260224163038-7be848c
example updates
v20260224144247-7f51e61
refactor frame advantage calculations
v20260220015827-e1a5dc3
Make the spectator behaviour mimic a latch. the latch opens when fill…
v20260217000837-ad4b516
i forgot the nested structs, my bad.
v20260216231753-e7456de
Fix C name clashes (#44) * Fix C name clashes by adding prefixes to various enums and structs.
v20260213120409-6dbce37
Improve netstats (#43) * relieved backpressure * improve netstats
v20260208120351-4810019
New GekkoNet update with slight api changes, added stress session for checking state desyncs locally, Improved spectator mode allowing bigger spectator delays.
v20251205001100-92657cf
implement input send cache. to cooldown the hot path in addpendinginput