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Changed all deprecation dates to ISO format
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@ -30,7 +30,7 @@ public class NetworkProximityChecker : NetworkVisibility
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/// Flag to force this object to be hidden for players.
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/// <para>If this object is a player object, it will not be hidden for that player.</para>
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/// </summary>
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// Deprecated 02/17/2021
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// Deprecated 2021-02-17
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[Obsolete("Use NetworkIdentity.visible mode instead of forceHidden!")]
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public bool forceHidden
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{
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@ -3,11 +3,11 @@
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namespace Mirror
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{
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// Deprecated 10/06/2020
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// Deprecated 2020-10-06
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[Obsolete("Implement NetworkMessage instead. Use extension methods instead of Serialize/Deserialize, see https://github.com/vis2k/Mirror/pull/2317", true)]
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public interface IMessageBase {}
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// Deprecated 10/06/2020
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// Deprecated 2020-10-06
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[Obsolete("Implement NetworkMessage instead. Use extension methods instead of Serialize/Deserialize, see https://github.com/vis2k/Mirror/pull/2317", true)]
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public class MessageBase : IMessageBase {}
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@ -44,13 +44,15 @@ public virtual void OnStartClient() {}
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/// <summary>Called when client stops, used to unregister message handlers if needed.</summary>
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public virtual void OnStopClient() {}
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[Obsolete("Deprecated: Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
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// Deprecated 2021-03-13
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[Obsolete("Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
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public virtual void OnClientAuthenticate(NetworkConnection conn) => OnClientAuthenticate();
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/// <summary>Called on client from OnClientAuthenticateInternal when a client needs to authenticate</summary>
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public abstract void OnClientAuthenticate();
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[Obsolete("Deprecated: Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
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// Deprecated 2021-03-13
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[Obsolete("Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
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protected void ClientAccept(NetworkConnection conn) => ClientAccept();
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protected void ClientAccept()
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@ -58,7 +60,8 @@ protected void ClientAccept()
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OnClientAuthenticated.Invoke(NetworkClient.connection);
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}
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[Obsolete("Deprecated: Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
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// Deprecated 2021-03-13
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[Obsolete("Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
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protected void ClientReject(NetworkConnection conn) => ClientReject();
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protected void ClientReject()
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@ -59,7 +59,7 @@ public static class NetworkClient
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/// <summary>True if client is running in host mode.</summary>
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public static bool isHostClient => connection is LocalConnectionToServer;
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// DEPRECATED 2021-05-26
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// Deprecated 2021-05-26
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[Obsolete("isLocalClient was renamed to isHostClient because that's what it actually means.")]
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public static bool isLocalClient => isHostClient;
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@ -23,7 +23,7 @@ public class NetworkManager : MonoBehaviour
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[Tooltip("Should the Network Manager object be persisted through scene changes?")]
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public bool dontDestroyOnLoad = true;
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// Deprecated 3/10/2021
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// Deprecated 2021-03-10
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// Temporary bool to allow Network Manager to persist to offline scene
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// Based on Discord convo, BigBox is invoking StopHost in startup sequence, bouncing the server and clients back to offline scene, which resets Network Manager.
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// Request is for a checkbox to persist Network Manager to offline scene, despite the collision and warning.
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@ -4,23 +4,23 @@
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namespace Mirror
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{
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// Deprecated 10/02/2020
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// Deprecated 2020-10-02
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[Obsolete("Use SyncList<string> instead")]
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public class SyncListString : SyncList<string> {}
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// Deprecated 10/02/2020
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// Deprecated 2020-10-02
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[Obsolete("Use SyncList<float> instead")]
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public class SyncListFloat : SyncList<float> {}
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// Deprecated 10/02/2020
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// Deprecated 2020-10-02
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[Obsolete("Use SyncList<int> instead")]
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public class SyncListInt : SyncList<int> {}
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// Deprecated 10/02/2020
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// Deprecated 2020-10-02
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[Obsolete("Use SyncList<uint> instead")]
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public class SyncListUInt : SyncList<uint> {}
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// Deprecated 10/02/2020
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// Deprecated 2020-10-02
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[Obsolete("Use SyncList<bool> instead")]
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public class SyncListBool : SyncList<bool> {}
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