vis2k
99851945e9
NetworkManager.transport field made public so it can be set from tests
2022-09-23 13:55:17 +07:00
vis2k
b82bb86fc7
remove unused import
2022-09-23 13:39:12 +07:00
vis2k
6941df570c
NetworkAnimator: remove unnecessary XML comments
2022-09-23 13:37:13 +07:00
vis2k
498c3c568a
remove unused imports
2022-09-23 13:32:24 +07:00
vis2k
63e3780ecd
Runtime folder renamed to Core. makes it more obvious that Components/, Transports/, Authenticators/ etc. are optional
2022-09-23 13:30:08 +07:00
vis2k
f1e53a09ae
remove old Runtime/Transports folder
2022-09-23 13:29:21 +07:00
vis2k
7a8a3c6e1e
KCP transport moved to root Transports folder; removed old auto upgrading which would require a circular dependency
2022-09-23 13:27:19 +07:00
vis2k
70d82f844d
kcp2k moved to root Transports folder
2022-09-23 13:25:57 +07:00
vis2k
8abf17acae
Middleware transport moved to root Transports folder
2022-09-23 13:24:55 +07:00
vis2k
3e4f4d7614
Multiplex transport moved to root Transports folder
2022-09-23 13:23:33 +07:00
vis2k
1507c764cc
Telepathy transport moved to root Transports folder
2022-09-23 13:21:56 +07:00
vis2k
1c9101b3d4
LatencySimulation transport moved to root Transports folder
2022-09-23 13:21:21 +07:00
vis2k
78e65c40ec
Transports folder next to Components; SimpleWebTransport moved from Runtime to Transports
2022-09-23 13:19:19 +07:00
vis2k
de830650a5
script icons
2022-09-23 13:12:47 +07:00
vis2k
a8c84fe9b8
perf: NetworkIdentity.assetId is now cached to avoid expensive "new GUID" construction
2022-09-17 17:13:56 +08:00
vis2k
a94fe67c23
Utils.IsSceneObject common function for NetworkServer/Client
2022-09-17 17:04:25 +08:00
vis2k
a99bc0ebf5
NetworkClient: ConsiderForSpawning renamed to IsSceneObject because that's what it checks
2022-09-17 16:58:52 +08:00
vis2k
4654a281f3
NetworkServer: ValidateSceneObject renamed to IsSceneObject - that's what it checks
2022-09-17 16:58:13 +08:00
vis2k
0fbf400697
fix: Tanks demo: remove light from projectile as well to fix visual glitches
2022-09-17 16:53:15 +08:00
vis2k
478e1d8c0e
perf: NetworkWriter.WriteString now writes directly into the buffer without the intermediate stringBuffer step
2022-09-17 16:51:03 +08:00
vis2k
ed8e5529ad
syntax
2022-09-17 16:42:49 +08:00
vis2k
ddb79ab0eb
NetworkLoop: remove old Unity 2018 code
2022-09-17 16:36:20 +08:00
vis2k
fc0a40f802
syntax
2022-09-17 16:35:19 +08:00
vis2k
5c04b84108
fix: Tanks demo: remove tank prefab spotlight causing visual glitches
2022-09-17 16:27:30 +08:00
vis2k
18abba3506
NetworkBehaviour.ComponentIndex changed to byte for consistency
2022-09-17 16:19:39 +08:00
vis2k
3e4b5b3660
perf: Grid2D initial capacity to avoid warmup allocations
2022-09-17 16:13:09 +08:00
vis2k
a6f450710c
perf: Grid2D as struct to avoid memory indirection
2022-09-17 16:11:38 +08:00
vis2k
34e6e8fbd3
readonly
2022-09-17 16:09:40 +08:00
vis2k
dac82ed1e2
NetworkStatistics: expose statistics to other components
2022-09-15 13:17:38 +08:00
vis2k
bb4f2b99ec
MIRROR_2022_9_OR_NEWER
2022-09-15 12:16:40 +08:00
vis2k
ac352c084d
NetworkManager.GetStartPosition can now be overwritten
2022-09-14 21:38:57 +08:00
vis2k
4b75d2b53d
ConsiderForSpawning & ValidateSceneObject explanations
2022-09-10 21:32:36 +08:00
vis2k
7b08d3afdd
NetworkScenePostProcess set inactive explanation
2022-09-07 13:21:09 +08:00
Robin Rolf
17446f3aa3
perf: Application.isPlaying in hot path is slow ( #3210 )
...
This showed up during a recent il2cpp profile and is accounting for 1% of total cpu usage while being completely unnecessary outside of the editor
https://share.dl.je/2022/08/2022-08-28_14-44-14_CfEcmlR1L6.png
2022-09-01 19:58:32 +08:00
Yu Long
aac75491ac
Add Check for NetworkServer.Spawn ( #3205 )
...
* Added a check for repeatedly calling NetworkServer.Spawn on the same gameObject
* Update NetworkServer.cs
Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2022-08-25 11:56:07 +08:00
vis2k
d9394b0dc8
fix: Telepathy Always enqueue Disconnected event (from imer)
2022-08-12 13:01:19 +08:00
Robin Rolf
1891d46b3c
fix: Telepathy ClientDisconnect calls DC event ( #3198 )
...
Kcp calls OnDisconnected for manual disconnections too so this is more consistent
2022-08-08 15:07:43 +08:00
hyouuu
8d1061089b
Make NetworkPingDisplay's width & height configurable ( #3196 )
2022-08-08 10:23:56 +08:00
vis2k
88825e45d5
fix: LatencySimulation error
2022-07-25 23:25:34 +08:00
vis2k
589e1f6258
Benchmark Example: backport FPS counter from Mirror II
2022-07-25 21:24:51 +08:00
eiei114
96b87ae260
fix comment typo ( #3194 )
2022-07-24 16:47:25 +08:00
vis2k
9846468dcc
fix test
2022-07-22 12:40:12 +08:00
vis2k
0b984caced
fix test
2022-07-22 12:39:43 +08:00
vis2k
77cac1b03d
fix test
2022-07-22 12:38:52 +08:00
vis2k
e8fae820d1
fix test
2022-07-22 12:28:31 +08:00
vis2k
7f680ec775
fix test
2022-07-22 12:26:06 +08:00
vis2k
1320472b10
perf: Read/WriteGuid without allocations
2022-07-22 12:26:06 +08:00
vis2k
5f4a03109d
fix: breaking: Spatial hashing interest management resolution formula fixed. this is why spatial hashing visibility range always seemed a bit lower than with distance interest management.
2022-07-11 23:40:37 +08:00
vis2k
97fe2764bc
Tests: Grid2D proper setup
2022-07-11 20:43:56 +08:00
vis2k
0cff9d6f5d
feature: Snapshot Interpolation V2 (make sure call base Awake() when inheriting!; note this removes the interpolatePosition/Rotation/Scale options) ( #3184 )
...
* yo
* fix bug exposed by tests
* tests and latest changes
* NT
2022-06-26 20:03:42 +08:00