From bb981ee940ce116b5516db343cfba84487849c46 Mon Sep 17 00:00:00 2001 From: Chris Langsenkamp Date: Sat, 22 Feb 2020 19:28:02 -0500 Subject: [PATCH] Updated ChangeLog and Deprecations docs --- doc/General/ChangeLog.md | 1 + doc/General/Deprecations.md | 3 +++ 2 files changed, 4 insertions(+) diff --git a/doc/General/ChangeLog.md b/doc/General/ChangeLog.md index 3b689ebe5..408d0f5e7 100644 --- a/doc/General/ChangeLog.md +++ b/doc/General/ChangeLog.md @@ -16,6 +16,7 @@ Mirror uses semantic versioning, and the versions shown here are those that were - Fixed: NetworkAnimator and NetworkTransform now correctly check for client authority in their respective Command methods. - Fixed: Network Room Manager Script Template had a virtual method instead of an override. - Fixed: NetworkServer's calls to NetworkConnectionToClient.Send now includes the channelId parameter that was missing. +- Changed: NetworkRoomManager's OnRoomServerSceneLoadedForPlayer now includes NetworkConnection parameter - Changed: NetworkSceneChecker now works from OnEnable instead of Awake, and uses Scene instead of scene name. - Changed: Renamed NeworkWriter.Write to WriteMessage for consistency. diff --git a/doc/General/Deprecations.md b/doc/General/Deprecations.md index 6a4363f13..b047ef56d 100644 --- a/doc/General/Deprecations.md +++ b/doc/General/Deprecations.md @@ -90,6 +90,9 @@ Currently, Mirror using it's default TCP transport will always send everything o - `OnRoomServerCreateGamePlayer(NetworkConnection conn)` Use `OnRoomServerCreateGamePlayer(NetworkConnection conn, GameObject roomPlayer)` instead. +- `OnRoomServerSceneLoadedForPlayer(GameObject roomPlayer, GameObject gamePlayer)` + Use `OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)` instead. + ### NetworkIdentity - `clientAuthorityOwner`