When unlocked, these achievements will pop up in the corner of the players' window and will be marked within an achievement page for that player. As your game grows, you can organize its achievements into [b]Achievement Sets[/b]. …
Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data. The Nagle algorithm is used. See notes on k_ESteamNetworkingSendType_Unreliable for more details. …
Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.[/td][/tr] [tr=k_EP2PSendReliableWithBuffering][td][b]k_EP2PSendReliableWithBuffering[/b][/td][td]3[/td][td]As above, but applies the Nagle algorithm to the send - sends will accumulate until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm). …
[/td][/tr] [/table] Sets that the HTTPS request should require verified SSL certificate via machines certificate trust store. This currently only works Windows and macOS. [b]Returns:[/b] bool Returns [b]true[/b] upon success. Otherwise, [b]false[/b] if the request handle is invalid. …
If the player is using Big Picture Mode the configuration will open in the overlay. In desktop mode a popup window version of Big Picture will be created and open the configuration. [b]Example:[/b] [code=cpp]SteamInput()->ShowBindingPanel( myControllerHandle );[/code] [subsection=Shutdown]Shutdown[/subsection] [code=cpp]bool Shutdown();[/code] Must be called when ending use of the [api]ISteamInput[/api] interface. …