vis2k
7e1a579ff2
OnStartLocalPlayer initialization moved to NetworkClient
2022-11-11 18:25:16 +01:00
vis2k
ce819e253a
OnStartClient initializations moved to NetworkClient
2022-11-11 18:19:04 +01:00
vis2k
8d7b3ec89b
NetworkClient.CheckForStartClient to prepare for OnStartClient cleanup
2022-11-11 18:18:37 +01:00
vis2k
0c116e29f2
perf: NetworkIdentity.observers is now always initialized. removes extra null checks everywhere.
2022-11-10 21:09:29 +01:00
vis2k
264a652abe
use explicit type
2022-11-10 20:49:45 +01:00
vis2k
940a467035
SendToReadyObservers: use explicit type
2022-11-10 20:47:12 +01:00
vis2k
5ffdd06602
OnStartServer isClient assignment moved to caller NetworkServer
2022-11-10 20:27:15 +01:00
vis2k
2c40b15a08
syntax
2022-11-10 20:27:01 +01:00
vis2k
75e7af1312
OnStartServer spawned assignment moved to NetworkServer caller
2022-11-10 20:26:56 +01:00
vis2k
c6df8f01d8
OnStartServer netId assignment moved to NetworkServer caller
2022-11-10 20:26:53 +01:00
vis2k
17d874fee8
OnStartServer netId != 0 check moved to NetworkServer caller
2022-11-10 20:26:49 +01:00
vis2k
e7abbaf531
OnStartServer isLocalPlayer initialization moved to NetworkServer caller
2022-11-10 20:26:34 +01:00
vis2k
f2b0f2bab2
OnStartServer isServer check + initialization moved to NetworkServer for cleaner code
2022-11-10 20:26:29 +01:00
vis2k
d79de6bf0c
fix : #3258 NetworkWriter.WriteString now ensures capacity before manually writing into the buffer
2022-11-10 10:57:13 +01:00
vis2k
53a9717334
fix: Unity 2020 support
2022-11-09 15:04:12 +01:00
vis2k
1dada3bb4b
MIRROR_2022_10_OR_NEWER
2022-11-09 10:55:50 +01:00
vis2k
3617ffac00
comment updated
2022-11-06 20:32:06 +01:00
vis2k
6315260286
syntax
2022-11-06 19:30:54 +01:00
vis2k
761b70e8e7
remove unused import
2022-11-03 16:16:39 +01:00
vis2k
d021c1a01e
TimeSample moved to Tools
2022-11-03 16:15:18 +01:00
vis2k
e6a65bc5b2
breaking: remove SyncVar<T> which was meant to replace [SyncVar]s implementation behind the scenes. this hasn't happened, so we don't actually need it.
2022-11-03 16:09:36 +01:00
vis2k
085ed1da81
NetworkBehaviourSyncVar moved into separate file to keep NetworkBehaviour.cs clean
2022-11-03 15:57:16 +01:00
vis2k
a62452c826
TODO
2022-11-03 15:54:44 +01:00
vis2k
18cc7a0558
Pool moved to Tools
2022-11-03 15:52:39 +01:00
vis2k
a8241e5794
Mathd moved to Tools
2022-11-03 15:52:32 +01:00
vis2k
32561576ec
Tools folder to distinguish between Unity integration and standalone algorithms
2022-11-03 15:50:28 +01:00
vis2k
395c447b02
feature: manual DeltaCompression to prepare for NetworkTransform V3
2022-11-01 17:34:41 +01:00
vis2k
9e352f5be2
Compression: ScaleToLong/Float Vector3Long variants to prepare for NetworkTransform V3
2022-11-01 17:34:10 +01:00
vis2k
701c16a307
feature: Vector3Long to prepare for NetworkTransform V3
2022-11-01 17:33:44 +01:00
MikiBordils
fb95c411ef
fix: NetworkDiscovery BroadcastAddress exposed for iOS support ( #3255 )
...
* exposing BroadCasting Address
iOS build prevents broadcasting to 0.0.0.0, so we needed to expose it to change it for our built
* Update NetworkDiscoveryBase.cs
Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2022-10-31 22:12:45 +01:00
vis2k
33e0bea844
CCU test demo: only sync on change
2022-10-31 10:46:34 +01:00
mischa
a2756af514
feature: RemoteStatistics tool ( #3254 )
2022-10-31 10:43:10 +01:00
vis2k
d26d12fb55
feature: CCU test demo
2022-10-31 09:23:26 +01:00
vis2k
68ab1816bb
breaking: NetworkManager.serverTickRate renamed to sendRate because that's what it is
2022-10-31 09:15:19 +01:00
vis2k
723da0cecc
fix: NetworkClient now only tries to broadcast every sendInterval. otherwise ClientToServer NetworkTransform components (which have syncInterval=0) would sync every single tick. prepare for NT V3 as well.
2022-10-30 18:54:50 +01:00
vis2k
3d3a542ddd
comment
2022-10-30 18:53:57 +01:00
vis2k
b0f0c38592
script icons
2022-10-30 12:05:00 +01:00
vis2k
8039bcbda5
syntax
2022-10-27 19:17:42 +02:00
vis2k
c0ac491993
NetworkTransform: reorder code
2022-10-27 19:15:22 +02:00
vis2k
e473d154d9
fix: NetworkRigidbody now uses double time to keep precision over multiple days
2022-10-26 12:28:06 +02:00
vis2k
5abc261320
fix: NetworkLerpRigidbody now uses double time to keep precision over multiple days
2022-10-26 12:27:57 +02:00
vis2k
25d0e7929a
fix: NetworkTransform now always sends at the same sendInterval as time interpolation. as configured in NetworkManager.
2022-10-26 12:17:49 +02:00
vis2k
8d3d623fac
fix: NetworkManager now always applies the exposed NetworkServer.send/tickRate. fixes a bug where some NetworkBehaviours may try to send with NetworkServer.tickRate, which wouldn't be available on client because NetworkManager.StartServer was never called, so the rate was never set.
2022-10-26 11:28:40 +02:00
vis2k
485b65f18d
perf: NetworkBehaviour.IsDirty: check bits before time
2022-10-25 19:05:10 +02:00
mischa
d05feed59e
breaking: NetworkTransform.clientAuthority flag obsoleted. use SyncDirection instead. automatically sets syncDirection if still used. ( #3250 )
2022-10-25 11:53:12 +02:00
mischa
ca25956347
perf: breaking: NetworkTransformChild replaced by NetworkTransform with exposed .target. no more virtual property call. and no more redundant components which do the exact same thing. ( #3249 )
2022-10-25 11:44:24 +02:00
vis2k
79bb48bbf5
Compression: remove unnecessary inline
2022-10-24 12:49:35 +02:00
vis2k
1176494587
fix: NetworkClient.sendRate is now coupled to NetworkServer.sendRate in order to avoid snapshot interpolation errors where server & client may be on different send rates, components use the wrong rate to send vs. interpolate, etc.
2022-10-22 10:41:57 +02:00
vis2k
464bd365fe
NetworkServer: sendRate comments improved
2022-10-22 10:37:20 +02:00
vis2k
b31eeb5a4f
NetworkTransform: force syncDirection to follow the old clientAuthority state to make it obvious that there is only one source of truth
2022-10-22 10:26:31 +02:00