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WIP online multiplayer client and server for Celeste

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This fixes a few edge cases related to ghost life cycles, which can cause ghosts to become invisible, frozen, or not rendered.

Client

being able to follow players as if you "were" that player, being able to click between different people in the same channel / map

replication steps: 1- have 2 players on celestenet with interactions on 2- p1 grabs p2 3- p1 goes to a space with a tileset on top of p2 (easiest way...

replication steps: 1- have two people on celestenet with intertactions on 2- p1 needs to grab p2 (and not release yet) 3- while grabbing, player one needs to transition downwards...

I'd like to suggest if player interactivity could be looked into.. I have a friend that plays with me a lot and she has Dyspraxia, this means she struggles a...

Adds a /locate command to find where a player is without having to scroll through tab. Note that this may add additional complexity to PR #101. ![image](https://github.com/user-attachments/assets/93f5236b-54f6-493d-b9d5-8d9a1e2524c8)

Client
Server
Chat
Shared

Invariant culture string comparisons normalize the string, which we don't want. Always use ordinal string comparisons instead; see [this article](https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings#string-operations-that-use-the-invariant-culture). Using invariant culture crashes the game when typing `/tp tm`...

Client
Server
Frontend

Adds ghosts to PICO-8! https://www.youtube.com/watch?v=OWObGCg-KDo

And fixed all(?) nullable-related warnings in it. Or tried to. Basically slapped `?` on everything that the analyser complained about, and sometimes did some questionable null-checking related tweaks, so idk

Private channel names get sent out publicly on the websocket when being removed; i.e. when the last user disconnects or joins a different channel. Disconnecting is of particular importance as...