vis2k
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04a4435a58
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ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway)
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2018-06-08 12:03:22 +02:00 |
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vis2k
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b8d50da2fd
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ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too.
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2018-06-08 11:56:00 +02:00 |
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vis2k
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d1b8181db1
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Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth.
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2018-06-08 11:52:39 +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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