Mirror/doc/General/ChangeLog.md

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2020-02-04 17:41:39 +00:00
# Change Log
2020-02-07 01:19:12 +00:00
## Version 10.x.x - In Progress
2020-02-10 23:00:05 +00:00
- Added: Weaver will now block play mode and builds if there are weaver errors and show them in the console again.
- Added: PooledNetworkReader and PooledNetworkWriter, both Disposable.
2020-02-07 01:19:12 +00:00
- Added: NetworkReader.ReadMessage<T>.
- Added: NetworkDiscovery now handles headless server mode.
2020-02-10 23:00:05 +00:00
- Added: SyncVar, Cmd's and Rpc's now support Scriptable Objects via CreateInstance on the receiving side.
- Fixed: `isClient` now returns true on clients in OnDestroy for networked objects.
- Changed: NetworkSceneChecker now works from OnEnable instead of Awake.
2020-02-10 13:14:20 +00:00
- Changed: Renamed NeworkWriter.Write to WriteMessage for consistency.
2020-02-07 01:19:12 +00:00
2020-02-04 17:24:04 +00:00
## Version 9.0.2 - 2020-Feb-04
2020-02-04 17:09:56 +00:00
- Added: NetworkAnimator now has a ResetTrigger function and server / client authority warnings.
2020-01-16 16:06:23 +00:00
- Added: NetworkTransform now has 3 new floats for Sensitivity to quiet down message traffic from micro changes.
2020-01-23 19:44:22 +00:00
- Added: Network Observer added to [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu.
feat: LAN Network discovery (#1453) * Fix typo * Updated Changelog * first commit * Add example for discovery * NetworkDiscovery component should be added * fixed UI * Fix some warnings * refactor: network discovery reimplemented * Remove unused GUIstyle * Fix namespaces * Just send to the broadcast address * Fix indentation * Log errors in ClientListen * Code formatting cleanup, HelpURL's fixed, comments revised. (#38) * Transport can now provide server uri * work with any transport by passing uri * Move discovery initialization to start * feat: Discovery can now be easily customized per game * Use generics to simplify api * Renamed ServerInfo -> ServerResponse * Rename method * Moved up one folder * Move ServerId to NetworkDiscovery * tests now reference Mirror.Discovery * Cleaned up blank space * Disable GUID apparently fixes it * Use UnityEvents for ease of use * Remove noisy log * remove blank spaces * Process request receives the client endpoint * use consistent name for parameters * Remove white space * Keep it minimalistic, we don't need age or totalPlayers * Comment non obvious property * Don't break transports * Documentation and image * Code formatting * removed privates * Added Range attribute * Rename ActiveDiscoverySecondInterval * Revised NetworkDiscovery doc * Swapped field order (Cosmetics) * Added ScriptTemplate * Update ProjectSettings/ProjectVersion.txt * Updated ScriptTemplate * Updated xml comment and ScriptTemplate * Updated ScriptTemplate * Improve xmldocs * Improve xmldocs * Remove leftover comment * Renamed event * Moved discovery inside components * Keep parameter names consistent * Provide a guide for network discovery * XML Comments and ScriptTemplate * Moved Credits * fixed template * Removed comment * removed comment * xml comments and template * fixed method name * fixed method and template * removed semicolon * fixed template * fixed method and template * fixed template * fixed template * Fix copypasta error * Show error if no url is available Network Discovery now shows an error if the transport does not support providing Url * Grammar fix * Extended Template * fixed template * Added guide link to template * New image * Update NetworkDiscovery.md * Updated Guid Doc and Template * fixed bullets * Remove unnecessary using * Make it like Mirror's * Update ScriptTemplates Image & Zip * Removed from Deprecations * Updated ChangeLog * Updated ChangeLog * Update NetworkDiscovery.md Remove last line...this was copied to the paragraph above the code block Co-authored-by: MrGadget <chris@clevertech.net>
2020-01-29 08:56:29 +00:00
- Added: [Network Discovery](../Components/NetworkDiscovery.md) has been reimplemented including an example and script template -- thanks to all those who contributed!
2020-02-04 17:09:56 +00:00
- Added: [Network Discovery](../Guides/NetworkDiscovery.md) Guide added to documentation.
- Added: [Network Scene Checker Component](../Components/NetworkSceneChecker.md).
- Added: Mirror Icon for all components.
- Added: Inspector Headers to NetworkBehaviour, NetworkTransform, and NetworkAnimator.
- Added: URI added to supported data types.
- Added: `NetworkReaderPool` has been implemented in place of `new NetworkReader` everywhere, significantly reducing garbage allocation.
- Fixed: NetworkTransform and NetworkAnimator now uses NetworkWriterPool.
- Fixed: NetworkTransform and NetworkAnimator now respect `hasAuthority` for client owned objects.
- Fixed: NetworkTransform will now correctly teleport if time / distance are too large.
- Fixed: NetworkAnimator now correctly syncs when clientAuthority is false.
- Fixed: Client owned objects are now destroyed when client disconnects (regression).
2020-02-04 17:42:27 +00:00
- Fixed: Client authority is now preserved for networked objects carried through scene change in DontDestroyOnLoad (DDOL).
2020-02-04 17:09:56 +00:00
- Fixed: Starting server immediately after cancelling client connection attempt no longer throws a NRE.
- Fixed: IL2CPP builds no longer trigger an assert when stopping server.
- Fixed: SyncVars are now set for Host player before hook is invoked.
2020-02-03 17:04:11 +00:00
- Fixed: SyncDictionary now correctly updates the value before invoking callbacks.
2020-02-04 17:09:56 +00:00
- Fixed: StopHost no longer tries to change to the Offline scene twice.
- Fixed: NetworkRoomManager roomSlots are now correctly managed on both server and clients.
- Fixed: NetworkRoomManager now correctly supports multiple GamePlay scenes and adds a virtual `OnRoomServerAddPlayer`.
2020-01-28 22:51:14 +00:00
- Fixed: Additive scene operations no longer incorrectly lead to extraneous AddPlayer messages from clients.
2020-02-04 17:09:56 +00:00
- Fixed: `NetworkWriterPool` is now used everywhere instead of `new NetworkWriter` (we missed a couple when the pool was implemented).
- Fixed: Patch for Unity 2019.3.x `RequestScriptReload` was moved to EditorUtility from UnityEditorInternal.InternalEditorUtility.
- Fixed: Arrays of custom types are now correctly supported.
- Changed: Shutdown logic has been streamlined.
- Changed: NetworkIdentity `GetSceneIdenity` method renamed to `GetSceneIdentity` (name typo).
- Changed: OnApplicationQuit virtual method added to Transport class and `Transport.activeTransport.Shutdown()` is no longer called from Network Manager.
2020-01-11 00:53:05 +00:00
- Changed: **Breaking** SyncVar Hooks now require **two** parameters, one each for the old and new value, and the property value is now set **before** the hook is called.
2020-01-07 15:59:07 +00:00
## Version 6.7.7 - 2020-Jan-01
2019-12-22 22:09:51 +00:00
- Added: [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu.
2020-02-04 17:09:56 +00:00
- Added: Full Text Search added to docs.
- Added: Basic Chat example.
- Added: Some youtube videos have been created and linked from various doc pages where appropriate.
- Added: Transports can now support using a URI for connection including port.
2019-12-22 20:16:32 +00:00
- Added: version.txt file is now included with the release version in it.
2020-02-04 17:09:56 +00:00
- Added: Structs that inherit from IMessageBase now generate serializers.
- Fixed: Components now appear in docs under API Reference.
- Fixed: Delayed disconnect in Basic Authenticator.
- Fixed: Multiplexer now handles OnClientConnect and GetMaxMessageSize correctly.
- Fixed: NetworkRoomManager OnRoomServerCreateGamePlayer now includes the Room Player Object as parameter.
- Changed: Room example now has NetworkRoomManager in the Offline scene and correctly switches to the Room scene when server / client is started.
- Changed: NetworkManager startPositionIndex and loadingSceneAsync are now public.
2019-12-22 20:16:32 +00:00
- Changed: SceneMessage now has an optional customHandling flag so devs can handle their own custom scene loading, e.g. using Addressables.
2020-01-06 09:53:38 +00:00
- Changed: **Breaking** NetworkTransform now defaults to server authority and has a Client Authority checkbox.
2019-12-10 01:58:16 +00:00
2019-12-10 01:59:02 +00:00
## Version 6.3.0 - 2019-Dec-09
2020-02-04 17:09:56 +00:00
- Added: SyncMode selector now works for components on any scene objects owned by a client in addition to the player object, e.g. pets.
- Added: MessageBase now fully supports inheritance.
- Added: Room example now has UI button for host to return all clients to the Room scene and other improvements.
- Fixed: ReplacePlayerForConnection now works for existing scene objects as long as another player doesn't own the targetted object.
- Fixed: isClient and isServer are now true for networked objects in Start and OnStartClient / OnStartServer, respectively.
- Fixed: hasAuthority is now set before OnStartClient and OnStartLocalPlayer are invoked.
- Changed: connectionToClient is now used to assign client authority.
2019-11-06 04:43:07 +00:00
- Changed: In many respects, the Host player acts a lot more like a client and will reveal bugs better.
2020-02-04 17:09:56 +00:00
- Changed: ReplacePlayerForConnection now has an optional bool to retain authority of the previous object (default = false).
- Removed: NetworkServer.SpawnWithClientAuthority is deprecated in favor of overloads of NetworkServer.Spawn.
2019-11-06 04:43:07 +00:00
2019-11-03 15:52:58 +00:00
## Version 5.0.2 - 2019-Nov-03
2020-02-04 17:09:56 +00:00
- Added: SyncList and SyncSet custom Equality Comparer support.
- Added: Custom serializers may be implemented for any type in Cmd's and Rpc's.
- Added: [Fallback Transport](../Transports/Fallback.md).
- Fixed: SyncVar hooks are no longer called in Host if no change.
- Fixed: NetworkIdentity no longer throws a null reference exception in RemoveClientAuthority.
- Fixed: Server transport now suspended during scene change to prevent erroneous messages.
- Fixed: SyncList, SyncDictionary and SyncSet now use a custom IEnumerator to avoid memory allocation.
- Fixed: sceneID is no longer reset in certain cases when editing a prefab.
2019-11-03 15:52:58 +00:00
- Changed: PreprocessorDefine code moved to CompilerSymbols folder to avoid paradox of missing symbols preventing the symbols being added to the project.
2020-02-04 17:09:56 +00:00
- Changed: Host player no longer gets authority assigned to all objects by default.
- Changed: Commands no longer bypass serialization for Host player, making debugging easier.
- Changed: Local connections now maintain their own message queue.
- Changed: Transport.Available is now abstract.
- Removed: Network Identity: Local Player Authority has been removed as no longer necessary.
2019-11-03 15:52:58 +00:00
2019-10-03 13:05:16 +00:00
## Version 4.0.7 - 2019-Oct-03
2020-02-04 17:09:56 +00:00
- Added: [Authentication](../Guides/Authentication.md) support to authenticate clients in the Connect phase.
- Added: Profiler events. These events can be subscribed to by the [Network Profiler](../Guides/Profiler.md) to provide visual information.
- Added: Transports now include channel in profiler events.
- Added: Transport abstract class now supports sending a message to a list of connection id's.
- Fixed: SceneMessage now has sceneOperation enum so clients can properly handle additive scenes.
- Fixed: NetworkClient handlers are now cleared in Shutdown.
- Fixed: Offline scene is no longer reloaded when client fails to connect or is rejected.
- Fixed: Start Position Index is now reset to zero when server is stopped.
- Fixed: Network Room Players are now all in DontDestroyOnLoad so they don't respawn in the game scene.
- Fixed: Network Room example player controller restores main camera on disable.
- Fixed: Components with different sync intervals were not sending updates to clients.
- Fixed: In certain cases, weaver wouldn't weave some external assemblies.
- Fixed: NetworkAnimator now does a full sync for new clients.
- Fixed: NetworkBehaviour inspector now shows SyncMode for private SyncVars.
- Fixed: Calling Commands and Rpcs of parent classes from inherited classes works as it should.
- Fixed: Telepathy no longer hangs when attempting to connect to a nonexistent host.
- Fixed: Websockets Transport now properly returns the client endpoint information via `ServerGetClientAddress`.
- Fixed: WebGL build now works with ArraySegment.
2019-10-01 15:10:24 +00:00
- Changed: Mirror is now free of garbage memory allocation on the sending side.
- Some transports may still have a little garbage allocation yet.
2020-02-04 17:09:56 +00:00
- Changed: Deprecated the AddPlayerMessage extraMessage byte\[\] in favor of an easier approach to [Custom Players](../Guides/GameObjects/SpawnPlayerCustom.md).
2019-10-01 15:10:24 +00:00
- This is a breaking change: The virtual method OnServerAddPlayer loses the AddPlayerMessage parameter.
2019-09-26 01:53:38 +00:00
- Changed: NetworkIdentity.RemoveAuthorityForConnection is now easier to use: no need to supply the current "owner" anymore.
2019-09-18 13:54:17 +00:00
- Changed: Renamed `NetworkConnection.playerController` to `identity` ... see [Deprecations](Deprecations.md) for details.
2020-02-04 17:09:56 +00:00
- Changed: Lobby system renamed to Room to better align the name for what it is and make way for a future Lobby framework.
2019-09-05 03:43:06 +00:00
## Version 3.17.4 - 2019-Sep-04
2020-02-04 17:09:56 +00:00
- Added: Custom Network Readers & Writers via extension methods.
- Added: Network Sync Mode selector on components to sync to observers (default) or just the owner.
- Added: SyncVars now support structs and enums in other assemblies.
- Added: Support for reading and writing array segments.
- Added: NetworkAnimator now has layers support.
- Added: New virtual method OnServerChangeScene to NetworkManager.
- Added: XML summary comments for intellisense and future generated class docs.
- Updated Examples and Documentation.
- Fixed: SceneID was not set to 0 for prefab variants.
- Fixed: Observers were not properly rebuilt on scene changes.
- Fixed: SyncVar hooks were not able to change other SyncVars in Host mode.
- Fixed: Telepathy not setting socket options on accepted clients.
- Fixed: Catch IL2CPP bug.
2019-08-11 07:07:33 +00:00
- Fixed: Telepathy and Websockets now start connections ID's at 1 instead of 2
2020-02-04 17:09:56 +00:00
- Fixed: Websockets support for SSL restored.
- Fixed: NetworkManager no longer complains about missing player prefab if auto-create is disabled.
- Fixed: Removed a garbage allocation in Network Transform.
- Fixed: NetworkClient.Ready was being called unncessarily in certain cases, e.g. SceneMessages.
- Changed: Documentation moved to website and API generated docs implemented.
- Changed: AddPlayerForConnection handler is now internal to keep safety checks intact.
- Changed: A bunch of messages converted to value types for performance.
2019-08-11 07:07:33 +00:00
2019-07-10 15:27:21 +00:00
## Version 3.11.6 - 2019-Jul-10
2020-02-04 17:09:56 +00:00
- Fixed: Telepathy IPv4, IPv6, and FQDN should all work now.
- Fixed: TelepathyTransport error in UWP builds.
- Fixed: OnApplicationQuit is handled better now.
- Fixed: Performance and memory allocation improvements.
- Changed: Telepathy Source is now included instead of a DLL.
2019-07-10 15:27:21 +00:00
2019-06-19 15:07:45 +00:00
## Version 3.10.10 - 2019-Jun-19
2020-02-04 17:09:56 +00:00
- Added: Scene Message now supports params for SceneMode (Normal / Additive) and PhysicsMode (2D / 3D).
- Added: ClientScene.Send now has an optional ChannelId parameter.
- Added: ASMDEF to Examples folder.
2019-06-19 14:04:07 +00:00
- Added: Support for sending and receiving ArraySegment\<byte\>
2020-02-04 17:09:56 +00:00
- Added: IReadOnlyList\<T\> in SyncLists.
- Fixed: NetworkManager not switching to correct scene in some cases.
- Fixed: ListServer Ping not found in WebGL.
- Fixed: TelepathyTransport.GetMaxPacketSize uses the new configurable max size.
- Fixed: Significant reduction in memory allocation and garbage collection.
- Changed: Use transform.localPosition and transform.localRotation for better VR support.
- Removed: Websockets send queues (they never worked) and SSL (temporarily because it didn't work).
2019-05-06 14:59:27 +00:00
2019-04-28 19:39:19 +00:00
## Version 3.6.7 -- 2019-Apr-28
2019-06-19 14:04:07 +00:00
- Changed: NetworkReader now uses ArraySegment\<byte\> to minimize allocations.
2019-04-23 12:51:36 +00:00
2019-04-28 04:44:33 +00:00
## Version 3.6.6 -- 2019-Apr-24
2020-02-04 17:09:56 +00:00
- Fixed: Reverted two internal refactor commits that had unintended consequences.
2019-04-28 04:44:33 +00:00
2019-04-23 12:51:36 +00:00
## Version 3.6.5 -- 2019-Apr-23
2020-02-04 17:09:56 +00:00
- Fixed: Unity 2019.1 compatibility.
- Fixed: Erroneous error indicating prefabs were missing Scene ID's.
- Fixed: OnDeserializeSafely now works without allocations.
- Fixed: Weaver not writing symbol files, preventing breakpoints from working in Visual Studio.
- Fixed: NetworkIdentity SceneID generation now uses RNG Crypto Service Provider.
- Fixed: Scene lighting in Additive example.
- Fixed: Player Prefab transform details now respected when instantiated in the absence of NetworkStartPosition.
- Removed: Tests folder from Unity package generation (no end-user value).
2019-04-12 17:54:43 +00:00
## Version 3.5.9 -- 2019-Apr-12
2020-02-04 17:09:56 +00:00
- Fixed: NetworkManager round-robin mode using NetworkStartPosition objects now uses hierarchy sibling order.
- Fixed: IsLocalPlayer is now reliably accurate in `Start()` by combining OwnerMessage and SpawnPrefabMessage.
- Fixed: Stack overflow issues with Weaver and Cecil.
- Fixed: Corrected assembly paths passed to weaver.
- Fixed: Enum bandwdith reduced in SyncVars, Commands, and Rpcs.
- Fixed: Placeholder files added for removed code files so updating works better.
- Changed: NetworkManager `isHeadless` is a static property now, changed from `IsHeadless()`.
2019-04-10 10:35:48 +00:00
## Version 3.5.3 -- 2019-Apr-10
2019-04-07 19:12:49 +00:00
- Fixed: Exceptions in overrides of Network Manager and other components incorrectly silenced.
2020-02-04 17:09:56 +00:00
- Fixed: Lobby system sometimes would not spawn and swap game player prefabs into the game scene.
- Fixed: Application.targetFrameRate no longer set in host mode.
- Changed: Telepathy: Split MaxMessageSize to allow setting a different value for client and server.
2019-04-07 19:12:49 +00:00
2019-04-07 08:37:58 +00:00
## Version 3.4.9 -- 2019-Apr-6
2020-02-04 17:09:56 +00:00
- Added: Semantic Versioning (which is why we jumped from 1.6 to 3.4.9).
- Added: [SyncDictionary](../Guides/Sync/SyncDictionary.md).
- Added: [SyncHashSet](../Guides/Sync/SyncHashSet.md).
- Added: [SyncSortedSet](../Guides/Sync/SyncSortedSet.md).
- Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively.
- Added: Documentation for [SyncVars](../Guides/Sync/SyncVars.md).
- Added: Documentation for [SyncEvents](../Guides/Sync/SyncEvent.md).
- Added: NoRotation to NetworkTransform.
- Added: Scale is now included in spawn payload along with position and rotation.
- Added: Generic `IMessageBase` to allow struct message types.
- Added: Weaver now supports Vector2Int and Vector3Int.
- Added: List Server example.
- Added: Additive Scenes example.
- Fixed: SyncLists now work correctly for primitives and structs.
- Fixed: SyncVar Hooks now will update the local property value after the hook is called.
2019-09-18 00:26:06 +00:00
- You no longer need to have a line of code in your hook method to manualy update the local property.
2020-02-04 17:09:56 +00:00
- Fixed: Host should not call Disconnect on transports.
- Fixed: NetworkAnimimator now supports up to 64 animator parameters.
- Fixed: NetworkManager `StartServer` no longer assumes scene zero is the default scene...uses `GetActiveScene` now.
- Fixed: NetworkServer `Shutdown` now resets `netId` to zero.
- Fixed: Observers are now properly rebuilt when client joins and `OnRebuildObservers` / `OnCheckObserver` is overridden.
- Fixed: NetworkProximityChecker: On rare occasion, player could be excluded from observers rebuild.
- Fixed: NetworkLobbyPlayer `OnClientReady` works now.
- Fixed: NetworkLobbyPlayer Remove button not showing for P1 when Server Only.
- Fixed: NetworkLobbyManager `pendingPlayers` and `lobbySlots` lists are now public for inheritors.
- Fixed: Offline scene switching now works via `StopClient()`.
- Fixed: Pong example updated.
2019-04-03 02:33:10 +00:00
- Fixed: Source Weaver was deleting PDB files, preventing breakpoints and debugging from working.
2020-02-04 17:09:56 +00:00
- Changed: TargetRpc NetworkConnection paramater is now optional...the calling client's NetworkConnection is default.
- Changed: Movement example replaced with Tank example.
2019-09-18 00:26:06 +00:00
- Changed: NetworkClient functions are all static now, so the singleton is gone. Use NetworkClient directly.
2019-03-19 17:22:23 +00:00
- Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete.
- Removed: SyncListSTRUCT - Use SyncList instead.
2020-02-04 17:09:56 +00:00
- Removed: NetworkClient.ShutdownAll is obsolete -- Use NetworkClient.Shutdown instead.
2019-03-19 17:22:23 +00:00
2019-03-15 04:30:34 +00:00
## Version 1.6 -- 2019-Mar-14
2020-02-04 17:09:56 +00:00
- Fixed: Websockets transport moved to Mirror.Websocket namespace.
- Fixed: NetworkAnimator bandwidth abuse.
- Fixed: NetworkAnimator float sync bug.
- Fixed: Persistent SceneID's for Networked objects.
- Changed: Documentation for [Transports](../Transports/index.md).
2019-03-13 15:11:30 +00:00
- Changed: Weaver is now full source...FINALLY!
2020-02-04 17:09:56 +00:00
- Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage`.
2019-09-18 00:26:06 +00:00
- Please refer to the code sample [here](../Guides/Authentication.md) to see how to update your code.
2020-02-04 17:09:56 +00:00
- Changed: NetworkManager -- Headless Auto-Start moved to `Start()` from `Awake()`.
- Changed: Removed Message ID's for all messages - See [Network Messages](../Guides/Communications/NetworkMessages.md) for details.
2019-09-18 00:26:06 +00:00
- Message IDs are now generated automatically based on the message name.
2020-02-04 17:09:56 +00:00
- Previously you would call Send(MyMessage.MsgId, message), now you call Send(message).
- Removed: Documentation for Groove Transport - use Websockets Transport instead.
2019-03-13 15:11:30 +00:00
## Version 1.5 -- 2019-Mar-01
2020-02-04 17:09:56 +00:00
- Added: **Migration Tool** to (mostly) automate conversion from UNet.
- Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI.
- Added: Transport Multiplexer - allows the use of multiple concurrent transports.
- Added: NetworkLobbyManager and NetworkLobbyPlayer with example game.
- Added: Configurable Server Tickrate in NetworkManager.
- Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed.
- Added: Unit tests for Weaver.
- Fixed: Garbage allocations removed from a lot of things (more work to do, we know).
- Fixed: NetworkProximityChecker now uses OverlapSphereNonAlloc and OverlapCircleNonAlloc.
- Fixed: SyncVar hook not firing when clients joined.
- Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings.
- Fixed: NetworkAnimator no longer lmited to 6 variables.
- Fixed: TelepathyTransport delivering messages when disabled.
2019-03-13 15:11:30 +00:00
- Changed: Minimum Unity version: **2018.3.6**
2020-02-04 17:09:56 +00:00
- Removed: SceneAttribute.cs (merged to CustomAttributes.cs).
- Removed: NetworkClient.allClients (Use NetworkClient.singleton instead).
- Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI).
- Removed: NetworkConnection.isConnected (NetworkConnection is always connected).
- Removed: Transport.GetConnectionInfo (Use ServerGetClientAddress instead).
## Version 1.4 -- 2019-Feb-01
2020-02-04 17:09:56 +00:00
- Added: HelpURL attirbutes to components.
- Added: Automatic targetFramerate for headless builds.
- Added: ByteMessage to Messages class.
- Fixed: Connectiing state can be cancelled properly.
- Fixed: NetworkTransformBase interpolation applied to client's own object.
- Fixed: Objects are spawned with correct rotation.
- Fixed: SceneId assignment.
- Fixed: Changed syncInterval wasn't saved...it is now.
- Fixed: Additive Scene loading.
- Changed: **Mirror is now full source** -- no more DLL's.
- Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam.
- Changed: Transport class now dispatches Unity Events.
- Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now.
- Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now.
- Changed: NetworkServer.SendToReady uses NetworkIdentity now.
- Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now.
- Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now.
- Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now.
- Changed: NetworkTransform reimplemented -- physics removed, code simplified.
- Removed: NetworkClient.hostPort (port is handled at Transport level).
- Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned[netId] instead).
- Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned[netId] instead).