vis2k
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ffa6e4e2ea
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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +02:00 |
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Paul Pacheco
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6b97f04960
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Fixed debug build
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2018-06-24 09:45:41 -05:00 |
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vis2k
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c86f2618a8
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NetworkServerSimple removed again to greatly reduce complexity.
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2018-06-22 20:01:27 +02:00 |
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vis2k
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3047539600
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Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
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2018-06-22 09:32:19 +02:00 |
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vis2k
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0a34efbaf4
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NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
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2018-06-22 09:32:19 +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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