Robin Rolf
074e0d6dc6
chore: old unity compat for PredictedRigidbody ( #3781 )
2024-09-21 16:31:33 -04:00
Robin Rolf
9ce8f9b5f8
feat: Edgegap Lobby Transport & Demo ( #3780 )
...
* feat: Edgegap Lobby Transport & Example
* Code Cleanup
* Rename data -> models
* Remove debug logs
* Log errors as OnClient/ServerError dont always log
* Only show joinable lobbies
* naming
* Transport help url
* old unity compat
* Unity 2020 compat as well
* Readme
* lobby name is required + correct placeholder
* Update lobby ui prefab too
* Lobby creation ui tweaks
* lobby url tooltip tweak
* Remove test lobby url
2024-09-21 16:31:33 -04:00
mischa
9d7de40aa7
Prediction: RingBuffer perf comments
2024-09-21 16:31:33 -04:00
mischa
7cf0b884a6
perf: PredictedRigidbody MoveTowardsCustom: only calculate distance factor once
2024-09-21 16:31:33 -04:00
mischa
8705a9b0c2
perf: PredictedRigidbody MoveTowardsCustom
2024-09-21 16:31:33 -04:00
mischa
eb93ce4e3d
perf: PredictedRigidbody smoothFollowThreshold squared caching
2024-09-21 16:31:33 -04:00
mischa
237ffac7a9
PredictedRigidbody: update hard follow commented code
2024-09-21 16:31:33 -04:00
mischa
b7bbd0fb50
ProjectSettings resaved with current Unity version
2024-09-21 16:31:33 -04:00
mischa
501867cda0
perf: PredictedRigidbody caches physics transform to use GetPositionAndRotation
2024-09-21 16:30:36 -04:00
mischa
fbb3d563ba
perf: PredictedRigidbody UpdateGhosting: only every few frames
2024-09-21 16:30:36 -04:00
mischa
fb5adf3fb7
prediction benchmark updated
2024-09-21 16:30:36 -04:00
mischa
0657da87ea
perf: PredictedRigidbody RecordState only grabs count once
2024-09-21 16:30:36 -04:00
mischa
2ecafaa634
perf: PredictedRigidbody state properties inlined
2024-09-21 16:30:36 -04:00
mischa
4f642d73a3
perf: PredictedRigidbody RecordState only calls NetworkTime.time getter once
2024-09-21 16:30:36 -04:00
mischa
39fbaabd3b
perf: PredictedRigidbody FixedUpdate caches sqr computations
2024-09-21 16:30:36 -04:00
mischa
c8f022584a
inlining
2024-09-21 16:30:36 -04:00
mischa
ae0a6a9c3e
perf: PredictedRigidbody caches IsMoving sqr computations
2024-09-21 16:30:36 -04:00
mischa
0789d41798
perf: PredictedRigidbody syncs a blittable struct once instead of doing 5 separate reads/writes
2024-09-21 16:30:36 -04:00
mischa
9497121c45
PredictedSyncData struct first step: same reads & writes
2024-09-21 16:30:36 -04:00
mischa
ed12063f49
perf: PredictedRigidbody doesn't log "Separating Physics" anymore
2024-09-21 16:30:36 -04:00
mischa
75fb9ff57c
perf: Prediction.Sample() removed SortedList foreach iteration allocations(!)
2024-09-21 16:30:36 -04:00
mischa
1083dc5504
perf: PredictedRigidbody doesn't log hard correction when ahead anymore
2024-09-21 16:30:36 -04:00
mischa
07eba2dfc6
PredictedRigidbody: syntax
2024-09-21 16:30:36 -04:00
mischa
597fd933c4
PredictedRigidbody: OnDeserialize parsing grouped together (syntax change)
2024-09-21 16:30:36 -04:00
MrGadget
c503724b61
chore(CI): RunUnityTests - updated unityVersions
2024-09-21 16:30:36 -04:00
mischa
8b86e709be
Prediction: syntax
2024-09-21 16:30:36 -04:00
mischa
7cc63de0ec
readme changed from .txt to .md for formatting
2024-09-21 16:30:36 -04:00
mischa
4b1d179a76
Examples: Prediction Benchmark with readme & current results
2024-09-21 16:30:36 -04:00
mischa
7702db6e03
PredictedRigidbody: make .predictedRigidbody accessible to other components!
2024-09-21 16:30:36 -04:00
MrGadget
00069b9c7c
fix(ILPostProcessorAssemblyResolver): Ignore Bee.BeeDriver
...
- There is now BeeDriver2, so using StartsWith
2024-09-21 16:30:36 -04:00
Robin Rolf
5bb5c72af9
fix: EdgegapKcp StopHost() null reference exception ( #3779 )
...
see https://github.com/MirrorNetworking/Mirror/issues/3708
2024-09-21 16:30:36 -04:00
MrGadget
866c2d51b2
chore(CI): RunUnityTests - updated unityVersion
2024-09-21 16:30:36 -04:00
mischa
dcfab19ab8
fix : #2503 Weaver Custom Read Write functions for Serialization not working over multiple assembly definitions
2024-09-21 16:30:36 -04:00
MrGadget
58863e16a7
SimpleWebTransport: moved overrides down
2024-09-21 16:30:36 -04:00
Robin Rolf
88f4400570
feat: SWT overrides Transport.IsEncrypted & EncryptionCipher ( #3777 )
...
TLS isn't technically correct, but there's no good way to get that info
2024-09-21 16:30:36 -04:00
Robin Rolf
ab57b62cbe
feat: EncryptionTransport overrides IsEncrypted & Cipher ( #3776 )
2024-09-21 16:30:36 -04:00
mischa
35a3d86e87
feat(Transport): IsEncrypted, EncryptionCipher virtuals
2024-09-21 16:30:36 -04:00
mischa
42c9e6fc62
fix: NetworkServer.OnCommandMessage NullReferenceException due to log message accessing a guaranteed-to-be-null value
2024-09-21 16:30:36 -04:00
mischa
b90f6f30ab
fix: NetworkServer.Destroy now warns instead of throwing for null objects again
2024-09-21 16:30:35 -04:00
Robin Rolf
c15d465874
chore: EncryptionTransport help url ( #3774 )
2024-09-21 16:30:35 -04:00
MrGadget
c9206716c0
Removed empty folder meta
2024-09-21 16:30:35 -04:00
MrGadget
4c36f35fdd
breaking: Asset Store Release
...
BREAKING CHANGE: Asset Store Release
2024-09-21 16:30:35 -04:00
Robin Rolf
8f0a952d16
fix: EncryptionTransport uses KDF to ensure fixed size key ( #3773 )
...
* reset _time
* fix: EncryptionTransport use KDF to ensure fixed size key
* Expose pub key through transport
* Old Unity compat
2024-09-21 16:30:35 -04:00
Robin Rolf
d929a9a9ea
feat: EncryptionTransport ( #3768 )
...
* initial working transport
* code cleanup & transport wrap tests
* better connection tests
* Handle bouncycastle exceptions
* clean up usings
* Mirror icon :)
* list to allow for removing entries during loop
* Profiler sampling
* Unity 2019 compat
* code style
* pubkey validation
* use builtin aes engine selector
this is overly optimistic, as the hardware accelerated engine is only available on .net core 3 or higher
* Older unity version fix
2024-09-21 16:30:35 -04:00
mischa
f54b281af7
MIRROR_88_OR_NEWER
2024-09-21 16:30:35 -04:00
mischa
6574cfcaf5
Upgrade to Unity 2021.3.35 LTS
2024-09-21 16:30:35 -04:00
MrGadget
2287a8365d
chore(CI): RunUnityTests - updated unityVersion
2024-09-21 16:29:37 -04:00
mischa
7715ac700b
fix: NetworkServer.Spawn now activates inactive GameObjects (for example, in case they were previously Unspawned)
2024-09-21 16:29:37 -04:00
mischa
1e40999503
fix: NetworkServer.Destroy never destroys scene objects anymore since unlike prefabs, once they are gone we can never instantiate them again ( #3771 )
2024-09-21 16:29:37 -04:00
mischa
0164e0a4ad
refactor: NetworkServer DestroyObject(DestroyMode) logic moved to Unspawn() + Destroy to remove the DestroyMode parameter
2024-09-21 16:29:37 -04:00