Both the player AND the host need to have the new "Multiplayer Sync" option enabled for sync to happen.
If the "Multiplayer Sync" option is disabled the mod makes ZERO Steam API calls, I wanted to make sure if you didn't want multiplayer sync that this was the case for security/privacy reasons.
To Mod Authors: To become multiplayer compatible all your mod needs to do is to react to LSTAPI's "time_has_jumped" signal and update your mod's state in accordance to it. If you need further docs check out the Wiki.
This is still not entirely tested so please report issues if you encounter them.
The mod's icon now displays in the TackleBox menu.
0.1.4
Reimplement seconds into the API.
second_has_passed signal added.
get_second function added.
0.1.3
Fix overflowed time values being passed on signal emission.
0.1.2
Hot-reloading for config changes.
Enforce static types on the time variables for a slight performance boost.
New signal: time_has_jumped. Will be useful for the future multiplayer integration, for further information check out the Wiki.
Removed unneeded get_config() function. You can just grab the config once you already have the node via ".config".
0.1.1
2 new functions: get_hour() and get_minute(). For those who don't like working with dictionaries, you can now work with the hour and minute as ints.
The time dictionary is now passed on signal emission. See updated examples in the Wiki.