vis2k
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59cc34eaa8
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NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
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2018-06-22 20:34:35 +02:00 |
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vis2k
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3047539600
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Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
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2018-06-22 09:32:19 +02:00 |
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vis2k
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0a34efbaf4
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NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
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2018-06-22 09:32:19 +02:00 |
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vis2k
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b7d128ba73
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ClientScene: syntax improved to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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0d175c2844
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ClientScene: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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de27baa1b4
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Applied HLAPI 2018.1 downwards compatible improvements
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2018-06-08 14:23:59 +02:00 |
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vis2k
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877c5f6aa9
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'Did not find target for sync message' warning improved with note that this might be completely normal
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2018-06-08 12:06:04 +02:00 |
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vis2k
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d4eb84182d
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Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
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2018-06-08 10:59:32 +02:00 |
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vis2k
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1e77e191b3
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
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