MrGadget
cb4be4df78
Set AllPlayersready false in the Room scene ( #1440 )
2020-01-19 11:38:59 +01:00
MrGadget
ffd2fcf648
Fixed asset store badge link
2020-01-18 17:00:50 -05:00
MrGadget
e4c498312e
Reorder properties with headers ( #1437 )
2020-01-17 12:09:08 +01:00
Chris Langsenkamp
11a6fa0d82
Updated Network Transform Doc and Image
2020-01-16 19:47:52 -05:00
Chris Langsenkamp
d1074ac43d
Updated ChangeLog
2020-01-16 11:06:23 -05:00
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
MrGadget
0a49b435cc
Added Serializable and SerializeField
2020-01-14 19:42:04 -05:00
MrGadget
f621a4aaf1
Added Serializable and SerializeField
2020-01-14 19:36:53 -05:00
MrGadget
98652e708f
Added Serializable and SerializeField
2020-01-14 19:32:39 -05:00
MrGadget
7011fade2d
Added public
2020-01-14 19:23:46 -05:00
MrGadget
503c722eb0
Added [System.Serializable]
2020-01-14 19:20:33 -05:00
vis2k
15d546cbb9
Update README.md
2020-01-14 11:45:52 +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
078b7ddbe7
Proper MIT license ( #1431 )
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With this change, github recognizes it is MIT license so it shows as MIT when searching github
2020-01-13 11:38:34 +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
Chris Langsenkamp
bc40d871b8
Updated ChangeLog
2020-01-11 18:22:12 -05:00
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
Chris Langsenkamp
58d398257e
Updated Integrations doc
2020-01-11 14:52:36 -05:00
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
Paul Pacheco
2eeaea41bc
fix: syntax error in release job
2020-01-10 19:04:00 -06:00
Paul Pacheco
3f50e63bc3
fix: release job requires node 10
2020-01-10 18:59:58 -06:00
Paul Pacheco
2a3db0b398
fix: fix release pipeline
2020-01-10 18:55:05 -06:00
Chris Langsenkamp
2c9d22f781
Updated ChangeLog
2020-01-10 19:53:21 -05:00
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
01f1315431
Merge pull request #1408 from vis2k/telepathy_abort_join
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fix : #1241 - Telepathy updated to latest version. All tests are passing again. Thread.Interrupt was replaced by Abort+Join.
2020-01-07 22:25:41 +01:00
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
Chris Langsenkamp
b581e896fc
Updated Changelog
2020-01-07 10:59:07 -05:00
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