2019-02-28 16:29:06 +00:00
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# Change Log
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2019-06-19 15:07:45 +00:00
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## Version 3.10.10 - 2019-Jun-19
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2019-05-06 14:59:27 +00:00
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- Added: Scene Message now supports params for SceneMode (Normal / Additive) and PhysicsMode (2D / 3D)
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2019-06-19 14:04:07 +00:00
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- Added: ClientScene.Send now has an optional ChannelId parameter
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- Added: ASMDEF to Examples folder
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- Added: Support for sending and receiving ArraySegment\<byte\>
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- Added: IReadOnlyList\<T\> in SyncLists
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- Fixed: NetworkManager not switching to correct scene in some cases
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2019-05-06 15:01:49 +00:00
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- Fixed: ListServer Ping not found in WebGL
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2019-06-19 14:04:07 +00:00
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- Fixed: TelepathyTransport.GetMaxPacketSize uses the new configurable max size
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- Fixed: Significant reduction in memory allocation and garbage collection
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- Changed: Use transform.localPosition and transform.localRotation for better VR support
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- Removed: Websockets send queues (they never worked) and SSL (temporarily because it didn't work)
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2019-05-06 14:59:27 +00:00
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2019-04-28 19:39:19 +00:00
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## Version 3.6.7 -- 2019-Apr-28
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2019-04-07 19:12:49 +00:00
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2019-06-19 14:04:07 +00:00
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- Changed: NetworkReader now uses ArraySegment\<byte\> to minimize allocations.
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2019-04-23 12:51:36 +00:00
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2019-04-28 04:44:33 +00:00
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## Version 3.6.6 -- 2019-Apr-24
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- Fixed: Reverted two internal refactor commits that had unintended consequences.
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2019-04-23 12:51:36 +00:00
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## Version 3.6.5 -- 2019-Apr-23
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2019-04-21 01:35:01 +00:00
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- Fixed: Unity 2019.1 compatibility
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- Fixed: Erroneous error indicating prefabs were missing Scene ID's
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2019-04-12 17:54:43 +00:00
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- Fixed: OnDeserializeSafely now works without allocations
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2019-04-23 13:26:19 +00:00
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- Fixed: Weaver not writing symbol files, preventing breakpoints from working in Visual Studio
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2019-04-15 00:13:07 +00:00
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- Fixed: NetworkIdentity SceneID generation now uses RNG Crypto Service Provider
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- Fixed: Scene lighting in Additive example
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2019-04-18 14:51:06 +00:00
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- Fixed: Player Prefab transform details now respected when instantiated in the absence of NetworkStartPosition
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- Removed: Tests folder from Unity package generation (no end-user value)
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2019-04-12 17:54:43 +00:00
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## Version 3.5.9 -- 2019-Apr-12
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2019-04-10 10:35:48 +00:00
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- Fixed: NetworkManager round-robin mode using NetworkStartPosition objects now uses hierarchy sibling order.
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2019-04-12 17:54:43 +00:00
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- Fixed: IsLocalPlayer is now reliably accurate in `Start()` by combining OwnerMessage and SpawnPrefabMessage
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- Fixed: Stack overflow issues with Weaver and Cecil
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- Fixed: Corrected assembly paths passed to weaver
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- Fixed: Enum bandwdith reduced in SyncVars, Commands, and Rpcs
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- Fixed: Placeholder files added for removed code files so updating works better
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2019-04-10 10:48:11 +00:00
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- Changed: NetworkManager `isHeadless` is a static property now, changed from `IsHeadless()`.
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2019-04-10 10:35:48 +00:00
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## Version 3.5.3 -- 2019-Apr-10
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2019-04-07 19:12:49 +00:00
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- Fixed: Exceptions in overrides of Network Manager and other components incorrectly silenced.
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2019-04-08 03:22:31 +00:00
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- Fixed: Lobby system sometimes would not spawn and swap game player prefabs into the game scene
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2019-04-10 10:35:48 +00:00
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- Fixed: Application.targetFrameRate no longer set in host mode
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- Changed: Telepathy: Split MaxMessageSize to allow setting a different value for client and server
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2019-04-07 19:12:49 +00:00
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2019-04-07 08:37:58 +00:00
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## Version 3.4.9 -- 2019-Apr-6
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2019-03-19 17:22:23 +00:00
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2019-04-07 08:37:58 +00:00
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- Added: Semantic Versioning (which is why we jumped from 1.6 to 3.4.9)
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2019-03-30 12:07:17 +00:00
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- Added: [SyncDictionary](../Classes/SyncDictionary)
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- Added: [SyncHashSet](../Classes/SyncHashSet)
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- Added: [SyncSortedSet](../Classes/SyncSortedSet)
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2019-04-03 04:21:54 +00:00
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- Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively
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2019-03-30 15:58:26 +00:00
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- Added: Documentation for [SyncVars](../Classes/SyncVars)
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- Added: Documentation for [SyncEvents](../Classes/SyncEvent)
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2019-03-20 04:50:34 +00:00
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- Added: NoRotation to NetworkTransform
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2019-03-21 13:35:27 +00:00
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- Added: Scale is now included in spawn payload along with position and rotation
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2019-03-21 13:06:03 +00:00
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- Added: Generic `IMessageBase` to allow struct message types
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2019-03-26 16:15:53 +00:00
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- Added: Weaver now supports Vector2Int and Vector3Int
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2019-03-23 17:37:14 +00:00
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- Added: List Server example
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2019-04-02 13:28:50 +00:00
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- Added: Additive Scenes example
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2019-03-22 13:09:45 +00:00
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- Fixed: SyncLists now work correctly for primitives and structs
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2019-03-26 16:15:53 +00:00
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- Fixed: SyncVar Hooks now will update the local property value after the hook is called
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- You no longer need to have a line of code in your hook method to manualy update the local property.
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2019-03-19 17:22:23 +00:00
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- Fixed: Host should not call Disconnect on transports
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2019-03-26 16:15:53 +00:00
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- Fixed: NetworkAnimimator now supports up to 64 animator parameters
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- Fixed: NetworkManager `StartServer` no longer assumes scene zero is the default scene...uses `GetActiveScene` now
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- Fixed: NetworkServer `Shutdown` now resets `netId` to zero
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2019-03-22 13:09:45 +00:00
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- Fixed: Observers are now properly rebuilt when client joins and `OnRebuildObservers` / `OnCheckObserver` is overridden
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2019-04-02 13:28:50 +00:00
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- Fixed: NetworkProximityChecker: On rare occasion, player could be excluded from observers rebuild
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2019-03-26 16:15:53 +00:00
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- Fixed: NetworkLobbyPlayer `OnClientReady` works now
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2019-04-03 04:19:20 +00:00
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- Fixed: NetworkLobbyPlayer Remove button not showing for P1 when Server Only
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2019-03-21 13:46:41 +00:00
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- Fixed: NetworkLobbyManager `pendingPlayers` and `lobbySlots` lists are now public for inheritors
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2019-03-19 17:23:41 +00:00
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- Fixed: Offline scene switching now works via `StopClient()`
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2019-03-19 17:24:11 +00:00
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- Fixed: Pong example updated
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2019-04-03 02:33:10 +00:00
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- Fixed: Source Weaver was deleting PDB files, preventing breakpoints and debugging from working.
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2019-03-21 13:47:08 +00:00
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- Changed: TargetRpc NetworkConnection paramater is now optional...the calling client's NetworkConnection is default
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2019-03-19 17:22:23 +00:00
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- Changed: Movement example replaced with Tank example
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2019-03-26 16:15:53 +00:00
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- Changed: NetworkClient functions are all static now, so the singleton is gone. Use NetworkClient directly.
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2019-03-19 17:22:23 +00:00
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- Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete.
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- Removed: SyncListSTRUCT - Use SyncList instead.
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2019-03-22 13:11:41 +00:00
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- Removed: NetworkClient.ShutdownAll is obsolete -- Use NetworkClient.Shutdown instead
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2019-03-19 17:22:23 +00:00
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2019-03-15 04:30:34 +00:00
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## Version 1.6 -- 2019-Mar-14
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2019-03-13 15:11:30 +00:00
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- Fixed: Websockets transport moved to Mirror.Websocket namespace
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- Fixed: NetworkAnimator bandwidth abuse
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- Fixed: NetworkAnimator float sync bug
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- Fixed: Persistent SceneID's for Networked objects
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2019-03-13 15:12:35 +00:00
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- Changed: Documentation for [Transports](../Transports)
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2019-03-13 15:11:30 +00:00
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- Changed: Weaver is now full source...FINALLY!
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- Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage`
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2019-03-22 14:35:53 +00:00
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- Please refer to the code sample [here](../Concepts/Authentication) to see how to update your code.
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2019-03-13 15:11:30 +00:00
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- Changed: NetworkManager -- Headless Auto-Start moved to `Start()` from `Awake()`
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- Changed: Removed Message ID's for all messages - See [Network Messages](../Concepts/Communications/NetworkMessages) for details
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- Message IDs are now generated automatically based on the message name.
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- Previously you would call Send(MyMessage.MsgId, message), now you call Send(message)
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- Removed: Documentation for Groove Transport - use Websockets Transport instead
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2019-02-28 16:29:06 +00:00
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## Version 1.5 -- 2019-Mar-01
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2019-02-28 21:17:39 +00:00
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- Added: **Migration Tool** to (mostly) automate conversion from UNet
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- Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI
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- Added: Transport Multiplexer - allows the use of multiple concurrent transports
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2019-03-13 15:11:30 +00:00
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- Added: NetworkLobbyManager and NetworkLobbyPlayer with example game
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2019-02-28 19:10:20 +00:00
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- Added: Configurable Server Tickrate in NetworkManager
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- Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed
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2019-02-28 21:17:39 +00:00
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- Added: Unit tests for Weaver
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2019-02-28 19:10:20 +00:00
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- Fixed: Garbage allocations removed from a lot of things (more work to do, we know)
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2019-03-02 19:56:08 +00:00
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- Fixed: NetworkProximityChecker now uses OverlapSphereNonAlloc and OverlapCircleNonAlloc
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2019-02-28 16:29:06 +00:00
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- Fixed: SyncVar hook not firing when clients joined
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2019-02-28 19:10:20 +00:00
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- Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings
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- Fixed: NetworkAnimator no longer lmited to 6 variables
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- Fixed: TelepathyTransport delivering messages when disabled
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2019-03-13 15:11:30 +00:00
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- Changed: Minimum Unity version: **2018.3.6**
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2019-02-28 19:10:20 +00:00
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- Removed: SceneAttribute.cs (merged to CustomAttributes.cs)
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- Removed: NetworkClient.allClients (Use NetworkClient.singleton instead)
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- Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI)
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- Removed: NetworkConnection.isConnected (NetworkConnection is always connected)
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2019-03-01 07:20:26 +00:00
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- Removed: Transport.GetConnectionInfo (Use ServerGetClientAddress instead)
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2019-02-28 16:29:06 +00:00
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## Version 1.4 -- 2019-Feb-01
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2019-02-28 18:49:04 +00:00
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- Added: HelpURL attirbutes to components
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- Added: Automatic targetFramerate for headless builds
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- Added: ByteMessage to Messages class
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- Fixed: Connectiing state can be cancelled properly
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- Fixed: NetworkTransformBase interpolation applied to client's own object
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- Fixed: Objects are spawned with correct rotation
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- Fixed: SceneId assignment
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- Fixed: Changed syncInterval wasn't saved...it is now
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- Fixed: Additive Scene loading
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2019-02-28 21:17:39 +00:00
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- Changed: **Mirror is now full source** -- no more DLL's
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- Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam
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2019-02-28 18:49:04 +00:00
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- Changed: Transport class now dispatches Unity Events
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- Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now
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- Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now
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- Changed: NetworkServer.SendToReady uses NetworkIdentity now
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- Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now
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- Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now
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- Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now
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- Changed: NetworkTransform reimplemented -- physics removed, code simplified
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- Removed: NetworkClient.hostPort (port is handled at Transport level)
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- Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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- Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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