* Fix typo
* Updated Changelog
* first commit
* Add example for discovery
* NetworkDiscovery component should be added
* fixed UI
* Fix some warnings
* refactor: network discovery reimplemented
* Remove unused GUIstyle
* Fix namespaces
* Just send to the broadcast address
* Fix indentation
* Log errors in ClientListen
* Code formatting cleanup, HelpURL's fixed, comments revised. (#38)
* Transport can now provide server uri
* work with any transport by passing uri
* Move discovery initialization to start
* feat: Discovery can now be easily customized per game
* Use generics to simplify api
* Renamed ServerInfo -> ServerResponse
* Rename method
* Moved up one folder
* Move ServerId to NetworkDiscovery
* tests now reference Mirror.Discovery
* Cleaned up blank space
* Disable GUID apparently fixes it
* Use UnityEvents for ease of use
* Remove noisy log
* remove blank spaces
* Process request receives the client endpoint
* use consistent name for parameters
* Remove white space
* Keep it minimalistic, we don't need age or totalPlayers
* Comment non obvious property
* Don't break transports
* Documentation and image
* Code formatting
* removed privates
* Added Range attribute
* Rename ActiveDiscoverySecondInterval
* Revised NetworkDiscovery doc
* Swapped field order (Cosmetics)
* Added ScriptTemplate
* Update ProjectSettings/ProjectVersion.txt
* Updated ScriptTemplate
* Updated xml comment and ScriptTemplate
* Updated ScriptTemplate
* Improve xmldocs
* Improve xmldocs
* Remove leftover comment
* Renamed event
* Moved discovery inside components
* Keep parameter names consistent
* Provide a guide for network discovery
* XML Comments and ScriptTemplate
* Moved Credits
* fixed template
* Removed comment
* removed comment
* xml comments and template
* fixed method name
* fixed method and template
* removed semicolon
* fixed template
* fixed method and template
* fixed template
* fixed template
* Fix copypasta error
* Show error if no url is available
Network Discovery now shows an error if the transport does not support
providing Url
* breaking: Make server uri mandatory
BREAKING CHANGE: Make the server uri method mandatory in transports
Co-authored-by: MrGadget <chris@clevertech.net>
* Create Network Scene Checker Component
* Move objects to subscene in client
* Remove OnStartClient
* Rewritten with static dictionary
* Updated doc
* renamed image
* Replaced image
* fixed image name
* Changed to short-circuit return in Update
* Changed to using string for key since additive scenes may be unloaded
* Added null check
* Removed commented line
* Update Assets/Mirror/Components/NetworkSceneChecker.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Moved initializer to declaration
* Removed [Scene, SerializeField]
Co-authored-by: vis2k <info@noobtuts.com>
* Remove m_sceneId
* remove commented code
* copied comment from removed field
* made it full public
* Added FormerlySerializedAs
* Added HideInInspector
* Updated example
* 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