vis2k
5736dd8d05
MessagePackerTest: cover FormatException case
2020-01-22 09:30:09 +01:00
Chris Langsenkamp
17af872f99
Use conn instead of NetworkClient
2020-01-21 21:44:15 -05:00
Chris Langsenkamp
f778b4c399
Removed unnecessary using
2020-01-21 17:35:57 -05:00
Chris Langsenkamp
71bd09417c
Removed MonoBehaviour inheritance
2020-01-21 17:23:14 -05:00
Chris Langsenkamp
388a338cfa
Removed commented code
2020-01-21 17:16:08 -05:00
MrGadget
c147caf30c
Added ErrorMessage Test ( #1448 )
2020-01-21 23:01:34 +01:00
Chris Langsenkamp
cbbe82e4d1
Make roomSlots work correctly for clients
2020-01-20 20:04:09 -05:00
vis2k
15c77c6926
NetworkTransform.SerializeIntoWriterTest
2020-01-20 11:02:11 +01:00
vis2k
875f19e030
Mirror.Tests asmdef references Mirror.Components asmdef
2020-01-20 10:54:59 +01:00
Chris Langsenkamp
eef97e9a52
Code cleanup
2020-01-19 23:34:53 -05:00
Chris Langsenkamp
c57c01a47a
Updated Script Templates
2020-01-19 16:45:12 -05:00
MrGadget
268753c3bd
fix: Fix Room Slots for clients ( #1439 )
...
* Fix Room Slots for clients
* Removed change to ServerChangeScene
2020-01-19 11:39:26 +01:00
MrGadget
cb4be4df78
Set AllPlayersready false in the Room scene ( #1440 )
2020-01-19 11:38:59 +01:00
MrGadget
e4c498312e
Reorder properties with headers ( #1437 )
2020-01-17 12:09:08 +01:00
MrGadget
f69f1743c5
feat: Add Sensitivity to NetworkTransform ( #1425 )
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* Add Sensitivity to NetworkTransform
* Removed commented lines
* Made them floats
* Tooltips
* Added comments
* Update NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-01-16 09:06:25 +01:00
Chris Langsenkamp
bafe3b28fd
Freshen Example Appearance
2020-01-13 22:05:08 -05:00
vis2k
2186f3c7d7
clean up Pong folder
2020-01-13 17:34:55 +01:00
vis2k
cb3d9f0d08
fix: Telepathy works on .net core again
2020-01-13 17:27:44 +01:00
Paul Pacheco
0c047f9227
Remove latin placeholder text in chat window ( #1430 )
2020-01-12 17:07:57 -06:00
Paul Pacheco
42a2f9b853
fix: Decouple ChatWindow from player ( #1429 )
2020-01-12 16:53:14 -06:00
MrGadget
a0c96f8518
fix: StopHost with offline scene calls scene change twice ( #1409 )
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* Separate StopHostClient
* Added comments
* move comment
* add comment
* Changed to loadingSceneAsync check
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-01-12 00:12:46 +01:00
MrGadget
29c96b6bc0
made handlers private ( #1426 )
2020-01-11 21:38:09 +01:00
MrGadget
c30e4a9f83
feat: NetworkAnimator warns if you use it incorrectly ( #1424 )
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* Added warnings to NetworkAnimator
* Updated ChangeLog
* pauls suggestions
2020-01-11 10:35:58 -06:00
MrGadget
f858f4d703
Rename WeaveExisingAssemblies to fix spelling ( #1423 )
2020-01-10 19:07:59 -06:00
MrGadget
dffdf02be5
feat: Network Animator can reset triggers ( #1420 )
2020-01-10 18:33:10 -06:00
MrGadget
7d472f21f9
perf: Use NetworkWriterPool in NetworkAnimator ( #1421 )
2020-01-10 18:10:06 -06:00
MrGadget
a4578458a1
perf: Use NetworkWriterPool in NetworkTransform ( #1422 )
2020-01-10 18:09:27 -06:00
vis2k
b9f52fdb46
breaking: fix : #1151 - assign SyncVars before calling the Hook. Hook now passes old and new value instead of changing it from new value to old value, as this would break all SyncVar Hook projects silently. ( #1416 )
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* test
* new docs
* adjust CheckForHookFunction to expect two hooks
* update example
* update example
* update example
* update test
* update example
* SyncVar.set: store value in oldValue variable
* SyncVar.set: pass old value to hook too
* TODO
* SyncVar deserialize store value in oldValue variable (for simple types)
* SyncVar deserialize: pass old value to hook too (for simple types)
* add test for GameObject type
* fix comment
* SyncVar deserialize: set value before calling hook
* add TODO
* SyncVar.set: set value before calling hook
* replace tests
* GO test
* SyncVar deserialize: move oldvalue code higher up so it applies to GO/NI too
* syntax
* SyncVar deserialize: pass oldValue to hook (GO/NI types)
* SyncVar deserialize: set netid before calling hook (GO/NI types)
* update comment
* update comment
* update comment
* shorter
* comment, TODO
* put oldValue code into separate cases again
* fix SyncVarEqual comparing the same two __goNetId values
* get rid of tmpValue
* fix weaver tests
* remove TODO
* SyncVar deserialize simple types: get rid of tmpValue here too
* remove tests
2020-01-10 16:17:13 +01:00
vis2k
a1649dfb25
remove outdated comment
2020-01-10 12:36:18 +01:00
vis2k
49d93d814c
NetworkClient.Shutdown calls Client.Disconnect as suggested in #923
2020-01-10 12:34:42 +01:00
vis2k
260cb49698
NetworkServer.Shutdown: add comment on why we call Transport.ServerStop, not Shutdown as suggested in #923
2020-01-10 12:30:01 +01:00
vis2k
fd7dc5e226
fix : #723 - NetworkTransform teleport works properly now
2020-01-09 09:15:47 +01:00
vis2k
2d59de801f
fix #923 : move NetworkManager.OnApplicationQuit Transport Shutdown code into Transport.OnApplicationQuit. Fixes a potential bug where the Transport wouldn't be shut down if someone doesn't use the NetworkManager.
2020-01-09 08:32:25 +01:00
vis2k
76a514aeec
syntax
2020-01-09 08:32:20 +01:00
vis2k
651e709785
fix #1407 : Check EnterPlayModeSettings and disable if needed for 2019.3 support ( #1415 )
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* fix #1407 : Check EnterPlayModeSettings and disable if needed for 2019.3 support
* add reference
2020-01-09 08:03:47 +01:00
vis2k
a3ffd1264c
fix : #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one. ( #1414 )
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* move comment
* add comment
* fix : #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one.
* initialState test for an if
* !initialstate
* getting there
* closer
* works but incompatible stack heights message
* better comments
* better
* not needed
* syntax
* rename
* incompatible stack height fixed
* update comment
* remove first todo
* SAVE PROGRESS
* compare go/ni too
* whitespace
* update comments
2020-01-08 16:58:46 +01:00
vis2k
32abb70ae9
add comment
2020-01-08 13:27:11 +01:00
vis2k
aafe387899
add comment
2020-01-08 12:16:58 +01:00
vis2k
a71ecdba4a
fix : #1380 - NetworkConnection.clientOwnedObjects changed from uint HashSet to NetworkIdentity HashSet for ease of use and to fix a bug where DestroyOwnedObjects wouldn't find a netId anymore in some cases.
2020-01-08 11:32:29 +01:00
vis2k
a2173d37db
NetworkConnection.DestroyOwnedObjects clears the hashset afterwards
2020-01-08 11:04:57 +01:00
vis2k
43030ac917
NetworkConnection.DestroyOwnedObjects to move code out of NetworkServer
2020-01-08 11:04:17 +01:00
Chris Langsenkamp
6111021252
meta file
2020-01-08 01:34:09 -05:00
vis2k
228b32e1da
fix : #1241 - Telepathy updated to latest version. All tests are passing again. Thread.Interrupt was replaced by Abort+Join.
2020-01-07 20:55:34 +01:00
vis2k
2dc13e9666
Merge pull request #1404 from vis2k/NetTransAuthority
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fix: Use hasAuthority instead of isLocalPlayer
2020-01-07 16:24:27 +01:00
Chris Langsenkamp
3d3436c80a
Renamed and added comment
2020-01-07 10:17:44 -05:00
vis2k
28803b90de
Merge pull request #1405 from vis2k/NetAnimClientAuthCheck
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fix: Check clientAuthority in NetworkAnimator
2020-01-06 15:15:37 +01:00
vis2k
25277e00ad
Merge pull request #1406 from vis2k/Remove-DDOL-Escape
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Remove DDOL escape
2020-01-06 15:15:07 +01:00
vis2k
bfe90857bb
Log is enough for now
2020-01-06 12:51:01 +01:00
vis2k
474a9480a5
ConnectHost moved into FinishStartHost
2020-01-06 12:36:03 +01:00
vis2k
3eb11c9a2d
FinishLoadScene uses new NetworkManager.mode. This way the host connection doesn't need to be connected before changing host server's online scene. This makes everything easier.
2020-01-06 12:35:56 +01:00