Paul Pacheco
97c05ac91d
Remove unused method
2018-10-08 09:13:21 -05:00
Paul Pacheco
a822907fb9
Removed unused parameter
2018-10-08 09:10:37 -05:00
Paul Pacheco
e3dca31a14
Remove unused method
2018-10-08 09:07:48 -05:00
Paul Pacheco
d5d13f9099
Remove redundant casts
2018-10-08 09:06:00 -05:00
mateusz
b531b4d0cf
Incremental compiler compatibility fixes ( #52 )
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* Catch exception during weaving when .pdb is locked
* Allow built-in types from netstandard.dll
* Revert whitespace changes in 56d2164
2018-10-06 11:04:47 +02:00
Paul Pacheco
30ade03e65
Remove (edited) comments from discord
2018-10-05 10:47:25 -05:00
Paul Pacheco
1a067af885
Synchronize network time and calculate rtt ( #51 )
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* Synchronize network time and calculate rtt
* Fix code style issues
* Add generic DoubleMessage
* Remove unnecesary private
* should be >= or it could be off by a millisecond
* Add obsolete warning
* Remove extra line
* Comment explaining the epoch
* Change epoch to application start time
* Link to EMA wikipedia
* Add comment about time accuracy with float
* Address feedback from vis2k
2018-10-05 17:05:04 +02:00
mateusz
03c49de258
Network animator optimizations ( #55 )
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* Store animator parameters in a variable to avoid expensive get operation
* Convert series of if statements to switch
* Add a comment explaining the optimization
* Convert switch statement to else-if
* Fix typo
* Revert changes to if statements
2018-10-05 17:02:55 +02:00
Paul Pacheco
40db215fc9
Fix npe callin numPlayer ( #54 )
2018-10-05 09:54:05 +02:00
vis2k
c95648b3ae
NetworkProximityChecker cast layers are now exposed and customizable in the Inspector to save large amounts of computations (instead of letting hundreds of monsters/players cast against the environment all the time)
2018-10-04 18:50:53 +02:00
vis2k
c581d9ec33
NetworkProximityChecker now looks for hit's NetworkIdentity in the object AND in the parents if needed. This allows us to place colliders on child objects like a pelvis bone, which is often done so that the collider follows the animations.
2018-10-04 18:50:53 +02:00
vis2k
a5c94a4414
NetworkProximityChecker: 'var' replaced with actual types
2018-10-04 18:50:53 +02:00
Paul Pacheco
18558f8693
Add link to the asset store
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Mirror is now available on the asset store.
2018-10-01 10:28:09 -05:00
Paul Pacheco
0afd9f50ea
use type safe register handler instead of casting ( #49 )
2018-09-30 10:27:55 +02:00
vis2k
3063273ad4
NetworkIdentity AddObserver message removed again because the bug was fixed a while ago and it generates too many false positives
2018-09-29 18:24:26 +02:00
Paul Pacheco
38a4ca27f4
Initialize transport in network manager ( #48 )
2018-09-28 15:19:37 +02:00
vis2k
1e61aaa05a
PlayerControllers removed because couch co-op while playing online is such a rare use case that it's hardly worth supporting the insane complexity
2018-09-26 17:40:07 +02:00
vis2k
d3c81957da
Updated Telepathy to latest version
2018-09-26 15:43:01 +02:00
Paul Pacheco
b14957fbc8
Allow for serializing large arrays. Fix #42 ( #45 )
2018-09-26 15:10:47 +02:00
vis2k
c9eb72d35c
NetworkManager.OnServerAddPlayerInternal: removed unnecessary casts
2018-09-26 15:02:06 +02:00
vis2k
a3d43e215a
NetworkConnection, NetworkWriter: max packet size checks use Transport.MaxPacketSize instead of UInt16.MaxValue now
2018-09-26 14:49:36 +02:00
vis2k
8f3de9f26b
NetworkClient.UpdateClients: comment grammar fixed
2018-09-26 14:40:56 +02:00
vis2k
44fface440
NetworkClient.Update syntax improved
2018-09-26 14:39:55 +02:00
vis2k
b74b02731f
NetworkClient.PrepareForConnect: removed unused usePlatformSpecificProtocols parameter
2018-09-26 14:38:27 +02:00
vis2k
2c10471470
NetworkClient.IsValidIpV6 removed because it wasn't used anymore
2018-09-26 14:36:05 +02:00
vis2k
e34e8ba41e
Weaver.ProcessSiteMethod: improved prefix checks
2018-09-26 14:29:20 +02:00
vis2k
f7d7a671d3
Syntax
2018-09-26 14:29:20 +02:00
Paul Pacheco
14d4059f90
Publish a git release after a successfull build
2018-09-26 06:32:38 -05:00
Paul Pacheco
493a295f88
Type safe register/unregister handlers ( #44 )
2018-09-25 20:59:57 +02:00
vis2k
f3886906ef
Update README.md
2018-09-25 13:37:56 +02:00
vis2k
ed189c9b09
Update README.md
2018-09-25 13:37:01 +02:00
vis2k
5e42409646
Update README.md
2018-09-24 22:28:20 +02:00
vis2k
36f07ed861
Update README.md
2018-09-24 22:10:19 +02:00
vis2k
e3826707ed
Updated Telepathy. Fixes a bug where Connecting was still true after getting kicked from the server.
2018-09-21 16:23:53 +02:00
vis2k
d9ae14efe1
NetworkConnection.Disconnect properly disconnects the client transport layer now too. Fixes a bug where the client transport would keep running in the editor even if we pressed 'Stop' in the NetworkManagerHUD
2018-09-20 16:36:05 +02:00
vis2k
c39c8b5739
Transport.ServerDisconnect function to kick a client
2018-09-20 16:11:52 +02:00
vis2k
9b87e5a2cb
Updated Telepathy
2018-09-20 15:48:25 +02:00
vis2k
410a3fff80
Updated Telepathy to latest version
2018-09-20 15:33:55 +02:00
Paul Pacheco
cdd4eac7a1
Flush when starting or finishing a message. ( #4 )
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This is a no-op with BinaryWriter/MemoryStream, but this is necesary if we do
any sort of transformation, such as BitWriter, compression or encryption
2018-09-19 13:06:29 -05:00
Paul Pacheco
ec48bcc496
Add source compatibility with HLAPI, people should not need to cast ( #16 )
2018-09-19 13:05:43 -05:00
Paul Pacheco
547039587e
set the state to connected before message handler ( #36 )
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If the user wants to send messages after the connection, we need to ensure the connection is in a valid state before calling the handler.
Should fix issue #35
2018-09-18 20:56:44 +02:00
Paul Pacheco
8896d8b7d2
fix #33 , remove redundant initialization ( #34 )
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No need to initialize object twice, the second initialize does nothing at all
2018-09-18 20:52:39 +02:00
Paul Pacheco
973c0d6925
Make method public ( #32 )
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Not all users have a NetworkManager, and they should not have to.
This method needs to be public so that users can call it if they don't have a NetworkManager
2018-09-18 09:55:21 +02:00
vis2k
8657a3902e
PauseQueue replaced with a more simple 'pause' check in NetworkClient.Update. Transport buffers messages anyway.
2018-09-15 16:15:28 +02:00
vis2k
577da33c6e
NetworkManagerHUDEditor: removed unused s_ShowNetworkLabel
2018-09-15 15:43:12 +02:00
vis2k
936f43b783
NetworkClient.Update: m_Connection null checks added so we don't get NullReferenceExceptions without a good error message if it's null (uMMORPG NetworkZones Addon)
2018-09-15 15:40:48 +02:00
vis2k
046837c62a
NetworkManager.StartServer: OnStartServer is now called after Listen so that NetworkServer.Spawn can be called in OnStartServer overrides (e.g. to load and spawn things from the database)
2018-09-14 23:07:44 +02:00
Paul Pacheco
1e8ab0699a
Trigger appveyor rebuild
2018-09-14 14:04:49 -05:00
vis2k
41af472127
MultiplexTransport: ServerStart/ServerStartWebsockets doesn't call Telepathy/LLAPI StartServer when running in WebGL. Fixes a bug where host mode wouldn't work in WebGL anymore.
2018-09-11 10:45:36 +02:00
Paul Pacheco
37ce0ae72d
Print a more informative error than NPE ( #31 )
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* Print a more informative error than NPE
* Improve error message
2018-09-11 10:16:20 +02:00