* better comments about count offsetting
* NetworkReader/Writer: all types of collections are now encoded via count-offsetting (null=0, []=1) for consistency and to prepare for VarUInt compression (this way we won't need zig zag VarInt)
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Co-authored-by: mischa <info@noobtuts.com>
Use OnServerConnectedWithAddress and pass the remote client address instead
- This allows Mirror to cache the remote client address to save round-trip calls to the transport
* Added Player, Flyer, Tank Controllers
* and the meta
* Removed NT from Tank prefab
* Additive Scenes Player with new controller
* Updated Examples
* fixed healthbar
* Updated TankController
* Fixed MouseSteer
* Updated PlayerController
* Updated PlayerController
* Tank and Controller Updates
* Updated Tanks Navmesh
* Updated Tanks example
* Fixed Tank Model
* Tanks fixed
* Removed commented code
* Controller updates
* Projectile and Controller updates
* Tanks Navmesh
* Fixed navmesh
* Updated Projectile destroyAfter
* Update NavMesh
* Fixed spawn point
* TTA Scene Update
* TTA NavMesh
* TTA Tank Prefab
* Added Tank SeatedPlayer and turretAcceleration
* TTA Scene update
* TTA Scene higher walls
* Improved Projectile and PlayerTest
* Default Mouse Lock on
* IgnoreCollision
* Updated prefabs
* Latest
* Cleanup
* Disable sync position, Compress Rotation, and animation
- Animation is interfering with the controls and the child NT sync.
* Cleanup Reset on Disconnect
* Removed dead scripts
* feat(Transport): Added OnServerConnectedWithAddress
Transports can now pass the remote client address directly to NetworkServer Action
- Facliltates ThreadedTransport passing the client Address
- KCP Transport Updated accordingly
- Original OnServerConnected passes ServerGetClientAddress result to NetworkConnectionToClient consrtuctor
- Saves round trips back to the transport for client address whenever it's needed
* formatting
* Simplified
* Cleanup
* repro
* NetworkServer.Destroy(): refactor to split scene vs. prefab cases more obviously
* fix: #3832 NetworkServer.Destroy now doesn't call ResetState for prefabs, fixes isServer flag always being false in OnDestroy
* fix the runtime test
* Revert "repro"
This reverts commit 3a5a33e8e4.
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Co-authored-by: mischa <info@noobtuts.com>