vis2k
1289dee8b3
Transport.MaxPacketSize moved to TransportLayer.GetMaxPacketSize because it depends on the layer
2018-11-15 09:22:13 +01:00
vis2k
7056ccd428
Update README.md
2018-11-13 21:15:39 +01:00
Paul Pacheco
e0c857e240
Put donations first
2018-11-13 13:56:35 -06:00
Paul Pacheco
27f67c449e
Added forum badge
2018-11-13 13:55:15 -06:00
Paul Pacheco
f3f8e3ed3c
Add download badge
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Add badge with link to asset store page
2018-11-13 13:50:28 -06:00
Paul Pacheco
06eae9e1bf
Patreon badge
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Added a patreon badge
2018-11-13 13:47:27 -06:00
Paul Pacheco
060fd2ce46
Add badge for the latest release
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Add badge with link to the latest release
2018-11-13 13:35:20 -06:00
vis2k
ef76703c3d
Update README.md
2018-11-13 20:21:28 +01:00
vis2k
f7e3af7efc
Update README.md
2018-11-13 20:15:54 +01:00
vis2k
b7dc43cc5d
Update README.md
2018-11-13 20:15:31 +01:00
vis2k
5c8fdea4ab
Update README.md
2018-11-13 20:11:46 +01:00
Chris Langsenkamp
f8492ef980
Fix typo: NetworkHash128
2018-11-12 11:43:45 -06:00
Zac North
2f2c595f41
Added additional information about OnServerAddPlayer override
2018-11-12 09:43:52 -06:00
Zac North
facbbf13c5
Added new section for extended components
2018-11-12 09:43:52 -06:00
Paul Pacheco
ed5f00d165
Add warning if we can't find scene object ( #113 )
2018-11-11 22:13:14 +01:00
Paul Pacheco
f7fb8edc4e
Derived classes should have access to telepathy
2018-11-11 07:20:36 -06:00
Paul Pacheco
2fe6d789d4
made transport methods virtual so they can be overriden and extended
2018-11-11 06:43:59 -06:00
Paul Pacheco
00e144567c
Don't override transport if user already initialized it somewhere else ( #112 )
2018-11-11 10:35:36 +01:00
Paul Pacheco
5ba54dfe3a
Merge pull request #110 from MrGadget1024/patch-1
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Replace NetworkHas128 and NetworkInstanceId
2018-11-10 15:55:45 -06:00
Chris Langsenkamp
e884fc0ea6
Replace NetworkHas128 and NetworkInstanceId
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Added instructions to replace NetworkHas128 and NetworkInstanceId
2018-11-10 14:30:24 -05:00
Paul Pacheco
29bff45555
Remove unused meta
2018-11-10 09:58:36 -06:00
vis2k
91a54f4652
Update README.md
2018-11-09 15:50:35 +01:00
vis2k
5ef2c4660c
Telepathy updated to latest version
2018-11-09 08:45:15 +01:00
TimPickup
670a650bbd
Fixes a bug: When you have NetworkManager unticked for server bind to ip and have the server bind address blank, it in fact passes "127.0.0.1" to ServerStart. The fix passes null if nothing is specified in which case the server should not bind to a IP. ( #107 )
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This has not been an issue before as TelepathyTransport.cs ignores the passed value.
Should consider adding the functionality to Telepathy.
2018-11-07 22:15:32 +01:00
vis2k
ff70acc24c
NetworkBehaviour: removed unused EventDelegate
2018-11-03 10:43:25 +01:00
vis2k
8140821ba7
Removed whitespaces
2018-11-03 10:43:12 +01:00
vis2k
28d930313b
LogFilter: removed unused imports
2018-11-03 10:29:02 +01:00
vis2k
4fb628702e
DotNetCompatibility: removed unused functions
2018-11-03 10:22:24 +01:00
vis2k
0758364b45
Removed unused ClientScene.GetStringForAssetId function
2018-11-03 10:09:49 +01:00
vis2k
a2a0fd3bf4
ClientScene.PrepareToSpawnSceneObjects simplified
2018-11-03 10:06:33 +01:00
Paul Pacheco
a5adb450ad
Users no longer need to remove channels
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Command, RPC and events methods now have channel attributes. Users no longer need to remove the channel when migrating to mirror.
2018-11-01 15:09:18 -05:00
Paul Pacheco
724ebc00d8
Allow for sending message on unreliable channels ( #98 )
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* Allow for sending message on unreliable channels
* Add channels to commands and rpcs
* Revert file formatting
* make channel id default parameter
2018-11-01 19:07:57 +01:00
Paul Pacheco
0a16b189c6
Use standard C# events instead of one callback ( #100 )
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* Use standard C# events instead of one callback
* Fix tests
* Trigger new build
* Trigger new build
* Remove blank line
2018-11-01 10:12:26 +01:00
Paul Pacheco
9068803ec9
Fix #91 editor crash ( #96 )
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When we try to generate a reader for a class that references itself, we have infinite recursion and editor crash
This PR stops the infinite recursion and displays an error instead just like with writers
2018-10-26 09:47:17 +02:00
Paul Pacheco
eb40109a53
Modularize network time ( #84 )
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* Modularize network time
* Renamed function for clarity
* Remove redundant class name
* Renamed method for clarity
2018-10-23 18:34:20 +02:00
Paul Pacheco
64cea34338
Fix typo
2018-10-23 11:20:34 -05:00
Paul Pacheco
39ad76cad1
Fix #75 , determine the RPC target ( #93 )
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* Fix issue #75 , determining the command target
If you add the same networkbehavior twice to a gameobject, only the commands in the first one work.
This can also happen if you have a base class, you inherit it, and you add more than one of the inherited classes to the same gameobject.
* Improve error message
* Fix issue #75 for all RPC methods
* Fix formatting consistency
* Fix build, replace logDebug with Debug
* Use new NetworkBehaviours cache
* Use FindIndex instead than for loop
* No need for local variable
* use int instead of byte for simplicity
* component index are int now
2018-10-23 18:17:42 +02:00
Paul Pacheco
1795cf8c2c
Use foreach instead of old style for ( #95 )
2018-10-23 16:44:32 +02:00
Paul Pacheco
a785f0d391
Ensure network behavior cache consistency ( #94 )
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It was assumed that CacheBehaviours was called to set m_NetworkBehaviours
With this change, the dependency is no longer there, the behaviours are simply cached the first time they are used
2018-10-23 16:21:54 +02:00
Paul Pacheco
f13dc5bf60
Fix build, there were still some logDebug around
2018-10-23 07:06:09 -05:00
vis2k
59f6b1c3f1
LogFilter simplified: Warning/Error are shown all the time, Debug messages depend on LogFilter.logDebug ( #73 )
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* LogFilter.logError removed. Errors are now always logged.
* LogFilter.logWarning removed. Warnings are now always logged.
* LogFilter levels replaced with a simple 'logDebug' boolean. NetworkManager uses 'ShowDebugMessages' instead of LogLevel now.
* LogFilter.logDebug renamed to .Debug
2018-10-23 10:14:20 +02:00
Paul Pacheco
d5713ec218
Fix warning
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Fix "SetDynamicAssetId object already has an assetId <xxxx>" that gets spammed in editor
2018-10-21 18:33:56 -05:00
Paul Pacheco
3816a69578
default channel should be reliable fragmented sequenced ( #65 )
2018-10-21 11:38:55 +02:00
vis2k
acc34e5fb3
Reverted InvalidDataException because it breaks Unity projects that use .net subset.
2018-10-20 15:44:28 +02:00
Paul Pacheco
8dd20b103c
Keep consistent switch formatting
2018-10-18 08:54:27 -05:00
Paul Pacheco
a8891520c9
Simplify a few switches
2018-10-18 08:49:44 -05:00
Paul Pacheco
11a6d84ffa
Use if for readability instead of switch with 2 cases
2018-10-18 08:43:31 -05:00
Paul Pacheco
c68be045fe
Add commit message to description
2018-10-17 19:36:09 -05:00
Paul Pacheco
86b9eba27a
Don't make a new build for .gitignore files
2018-10-17 19:28:36 -05:00
Paul Pacheco
bd45350892
Don't make a new release when we change docs
2018-10-17 19:27:43 -05:00