* onlySendOnMove for new NetworkTransform
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform B
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform C
- added defines by request, to easier revert or disable new addition.
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform D
- added defines by request, to easier revert or disable new addition.
- added cachedSnapshotComparison by request.
- adjusted default variable and buffer check + thoroughly tested.
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* onlySendOnMove for new NetworkTransform E
- code style => && adjusted as requested
- added defines by request, to easier revert or disable new addition.
- added cachedSnapshotComparison by request.
- adjusted default variable and buffer check + thoroughly tested.
Majority of credits to Ninja.
Check comments, tooltips, and messages us if further clarification needed.
* Optimised example game textures.
The 6 skyboxes for AdditiveLevels
Lowered from 4k .png (50 mb per image)
to 1k .jpg (70 kb per image)
* Delete .vsconfig
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* feat: Added Reset to Interest Management
- Used in Distance and Spatial to reset `lastRebuildTime`.
* Updated Template
* Update Assets/Mirror/Runtime/NetworkServer.cs
Co-authored-by: vis2k <info@noobtuts.com>
- fix: Send() now throws an exception for messages which require > 255 fragments
- fix: ReliableMaxMessageSize is now limited to messages which require <= 255 fragments
* feat: Support more nullable types
- NetworkWriter was also slightly rearraged to match NetworkReader
* fixed code smells
* fixed WriteVector4Nullable
* Got some of them working
* Couple more
* Couple more
* Added the rest
* reverted accidental change
Calling RemovePlayerForConnection followed by AddPlayerForConnection with the same player object fails to call OnStartLocalPlayer again because previousLocalPlayer was't properly reset to null.
* fix: NT checks NetworkClient.ready
NT should not be calling Cmd's when client isn't ready.
* Update Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>