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Updated ChangeLog and Deprecations docs
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@ -16,6 +16,7 @@ Mirror uses semantic versioning, and the versions shown here are those that were
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- Fixed: NetworkAnimator and NetworkTransform now correctly check for client authority in their respective Command methods.
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- Fixed: NetworkAnimator and NetworkTransform now correctly check for client authority in their respective Command methods.
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- Fixed: Network Room Manager Script Template had a virtual method instead of an override.
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- Fixed: Network Room Manager Script Template had a virtual method instead of an override.
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- Fixed: NetworkServer's calls to NetworkConnectionToClient.Send now includes the channelId parameter that was missing.
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- Fixed: NetworkServer's calls to NetworkConnectionToClient.Send now includes the channelId parameter that was missing.
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- Changed: NetworkRoomManager's OnRoomServerSceneLoadedForPlayer now includes NetworkConnection parameter
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- Changed: NetworkSceneChecker now works from OnEnable instead of Awake, and uses Scene instead of scene name.
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- Changed: NetworkSceneChecker now works from OnEnable instead of Awake, and uses Scene instead of scene name.
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- Changed: Renamed NeworkWriter.Write to WriteMessage for consistency.
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- Changed: Renamed NeworkWriter.Write to WriteMessage for consistency.
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@ -90,6 +90,9 @@ Currently, Mirror using it's default TCP transport will always send everything o
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- `OnRoomServerCreateGamePlayer(NetworkConnection conn)`
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- `OnRoomServerCreateGamePlayer(NetworkConnection conn)`
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Use `OnRoomServerCreateGamePlayer(NetworkConnection conn, GameObject roomPlayer)` instead.
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Use `OnRoomServerCreateGamePlayer(NetworkConnection conn, GameObject roomPlayer)` instead.
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- `OnRoomServerSceneLoadedForPlayer(GameObject roomPlayer, GameObject gamePlayer)`
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Use `OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)` instead.
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### NetworkIdentity
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### NetworkIdentity
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- `clientAuthorityOwner`
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- `clientAuthorityOwner`
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