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GodotNetworking/network_synchronizer

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Godot 3.x and 4.0 module to create realtime multiplayer game. It uses Prediction & Rewinding networking model.

active 2023-08-172023-10-10 (UTC)

Partial coverage20,538 / 26,294 hourly files (78%) · 2 absent upstream · 5,753 failed, retryable2023-08-152026-08-14 (UTC)— sampled evenly across the window, so rankings and trends hold; absolute counts scale up.
Events
40
Pushes
21
Pull requests
6
Issues
1
Stars
9
Forks
1

Activity over time

Daily event counts in the loaded window

Line chart, 55 days from 2023-08-17 to 2023-10-10. Pushes: 21 total, peak 5 in a day. Pull requests: 6 total, peak 2 in a day. Issues: 1 total, peak 1 in a day. Comments: 0 total, peak 0 in a day. Stars: 9 total, peak 2 in a day.

  • Pushes
  • Pull requests
  • Issues
  • Comments
  • Stars

Top contributors

Pushes, PRs, issues, reviews and comments — stars and forks excluded, so this is contribution rather than popularity

ContributorContributionsPushesPRsComments
AndreaCatania262150
aaronfranke1010
duchainer1000

Recent activity

Latest issues, pull requests and releases

  • Issue#86duchainer2023-10-10 17:16
    Rename setup_deferred_sync to something with clearer intent
  • Pull request#85AndreaCatania2023-10-10 17:04
  • Pull request#85AndreaCatania2023-10-10 17:04
  • Pull request#83AndreaCatania2023-09-29 12:22
  • Pull request#83AndreaCatania2023-09-29 12:19
  • Pull request#82AndreaCatania2023-08-31 16:51
  • Pull request#82aaronfranke2023-08-31 16:12

Totals cover only the window loaded into ClickHouse and count events, not GitHub's lifetime totals — 9 stars here means stars gained during the window, not the repo's star count.