vis2k
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d1e53f5811
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NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp
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2018-06-22 09:32:19 +02:00 |
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vis2k
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dd6f47a82d
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LogFilter: removed redundant log level definitions
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2018-06-22 09:32:19 +02:00 |
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vis2k
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1f2f874874
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NetworkManager: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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88a68d8af4
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ChannelBuffer.MaxPendingPacketCount redundant option removed because there is already MaxBufferedPackets. Fixeds a bug where setting MaxBufferedPackets in NetworkManager would not be applied to the channels, always leaving them with at max 16 buffered packets and causing issues under load.
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2018-06-08 16:31:31 +02:00 |
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vis2k
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d1ff029cc9
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Fixed client scene switching/loading bugs where messages were processed while a scene load was in progress, hence losing all the processed data once the scene was loaded, causing all kinds of state errors.
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2018-06-08 12:18:56 +02:00 |
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vis2k
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e505cbd5f4
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Fixed: ServerDisconnected due to error: Timeout. Also improved log messages to make more sense.
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2018-06-08 11:02:24 +02:00 |
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vis2k
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2c31c78602
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NetworkManager.OnValidate: checks if channel[0] is Reliable and channel[1] is Unreliable because Channels.DefaultReliable is 0 and Unreliable is 1. The code assumes those channels to be there.
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2018-06-08 10:48:29 +02:00 |
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vis2k
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903eee667c
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HLAPI pro welcome message added to see if the HLAPI Pro is active or not
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2018-06-07 15:44:32 +02:00 |
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vis2k
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1e77e191b3
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
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