Multiplayer mode changed

The change will allow us to have many clients running smoothly even if the bandwidth is limited (over weak internet connections). The clients will do more synchronization work from now on; even if they drop some packets their frame rate will remain big, because the unreliable messages will expire. The application can (and should) check the number of dropped packets, adjusting the sending rate until the bandwidth limitation is met.

draw_line(position, color, alpha)

Draws a line to the given position with the given color and transparency. That's a useful instruction if you plan to draw the map of the level or maybe to show the relationship between certain elements / entities in your levels.

starter draw_blue_lines()
{
while(1)
{
draw_line(vector(100, 50, 0), null, 100); // starting position x = 100, y = 50, z = 0
draw_line(vector(300, 400, 0), vector(255, 0, 0), 100); // draw a line to x = 300, y = 400
draw_line(vector(500, 50, 0), vector(255, 0, 0), 100); // draw another line to x = 500, y = 50
wait(1);
}
}

Dynamic water

Phent_settype() can now also be called with PH_WAVE instead of PH_RIGID; this converts a terrain entity to a dynamic water surface.