diff --git a/docs/General/ChangeLog.md b/docs/General/ChangeLog.md index aa98df3ea..5ccd71061 100644 --- a/docs/General/ChangeLog.md +++ b/docs/General/ChangeLog.md @@ -10,8 +10,23 @@ - Mirror is now full source - no more DLL's - Transports are now components: TCP, UDP, WebGL, Steam - - -## Version 1.3 -- 2019-Jan-01 - - +- 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: 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)