Added comment to help with the P controller in the AvatarNodes.
Added simple interface for ppl to enter networking info. Doesn't work yet :)
Merge branch 'development' of github.com:masoug/dodgeball into development
Simple but buggy gui for promptin user for network info. Probably going to ditch that effort in favor of a simple command-line argument magic.
Added basic networking support; players can register with the server.
Client can now interpret the player registration reponses from the server.
Server will now send the game state to everyone when the game starts. Players are also assigned initial locations and teams and avatars.
Clients can now synchronize player positions with the server's game state.
Removed server's ability to interact with the scene.
Fixed a bug on initialization; the networking thread could start before the derived NetBase constructors did, causing a segfaul. Also renamed the error packet flags from `ERROR` to `ERROR_PKT`.
Raltime ball spawn and player movement events are implemented. Not throroughly tested or debugged.
Added field event handling to clients. Now clients are (real-time) synchronized with the server.
Balls now have randomly generated IDs that should be mostly unique. That way, the server can dictate which ball goes where and every client will know.
Rudimentary game state synchronization between server and clients.
Added texturing, ball synchronization, limit 2 players only, etc... Check diff for details (since I can't really remember everything I did since the last commit... :)