* initial working transport
* code cleanup & transport wrap tests
* better connection tests
* Handle bouncycastle exceptions
* clean up usings
* Mirror icon :)
* list to allow for removing entries during loop
* Profiler sampling
* Unity 2019 compat
* code style
* pubkey validation
* use builtin aes engine selector
this is overly optimistic, as the hardware accelerated engine is only available on .net core 3 or higher
* Older unity version fix
- This is done in Reset so Network Behaviour isn't effected.
- This will not change components already in place on objects / prefabs unless user manually chooses Reset in the inspector.
- This is done in Reset so Network Behaviour isn't effected.
- This will not change NA components already in place on objects / prefabs unless user manually chooses Reset in the inspector.
@miwarnec saw the property showing up while profiling. Very much unnecessary, so lets change that to a field.
BREAKING: Changed NetworkBehaviour.syncVarDirtyBits from a "get-only" property to a field
* feat: NT-UR bit flag changed detection to lower bandwidth usage.
Also major credits to our Ninja.
* Tooltip updated
* fix: NT-Unreliable Quaternion Compression Fix
Credits to ninja of course :D
* NT-U new improvements
Credits to Ninja
* Nothing to see here..
* Added comment to Quat Rotation Fix
* Sensitivity check to improve value comparisons.
Without this, X 0 and X -4.955753E-07 (0) would trigger as a change of value.
Helps epsilon/floating point inaccuracies.
* Moved around checks.
rotationChanged not needed now for non-compressed bool, as we check individual rotation sensitivity changes.
We can move this inside quat compress check.
* Use Rot/All, not just RotX as a compress changed flag.
* Set Just Rot.
* Updated Reset to ResetState
* Fixing PR 3571/3572/3572 in this new bitflag branch
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Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com>
* fix: fixing time not being sent on connect
client does not send ping if connecting to server within 2 seconds of starting, the new PingNow function will tell client to send the message right away instead of after lastPingTime+PingInterval
* Update Assets/Mirror/Core/NetworkTime.cs
* Update Assets/Mirror/Core/NetworkTime.cs
* Update Assets/Mirror/Core/NetworkClient.cs
* Update Assets/Mirror/Core/NetworkTime.cs
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Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>