# Change Log ## Version 3.x.x -- In Progress - Added: Custom NetworkReader & NetworkWriter for user-defined types - Added: NetworkTransform toggle for using local or world coordinates ## Version 3.6.6 -- 2019-Apr-24 - Fixed: Reverted two internal refactor commits that had unintended consequences. ## Version 3.6.5 -- 2019-Apr-23 - Fixed: Unity 2019.1 compatibility - Fixed: Erroneous error indicating prefabs were missing Scene ID's - Fixed: OnDeserializeSafely now works without allocations - Fixed: Weaver not writing symbol files, preventing breakpoints from working in Visual Studio - Fixed: NetworkIdentity SceneID generation now uses RNG Crypto Service Provider - Fixed: Scene lighting in Additive example - Fixed: Player Prefab transform details now respected when instantiated in the absence of NetworkStartPosition - Removed: Tests folder from Unity package generation (no end-user value) ## Version 3.5.9 -- 2019-Apr-12 - Fixed: NetworkManager round-robin mode using NetworkStartPosition objects now uses hierarchy sibling order. - Fixed: IsLocalPlayer is now reliably accurate in `Start()` by combining OwnerMessage and SpawnPrefabMessage - Fixed: Stack overflow issues with Weaver and Cecil - Fixed: Corrected assembly paths passed to weaver - Fixed: Enum bandwdith reduced in SyncVars, Commands, and Rpcs - Fixed: Placeholder files added for removed code files so updating works better - Changed: NetworkManager `isHeadless` is a static property now, changed from `IsHeadless()`. ## Version 3.5.3 -- 2019-Apr-10 - Fixed: Exceptions in overrides of Network Manager and other components incorrectly silenced. - Fixed: Lobby system sometimes would not spawn and swap game player prefabs into the game scene - Fixed: Application.targetFrameRate no longer set in host mode - Changed: Telepathy: Split MaxMessageSize to allow setting a different value for client and server ## Version 3.4.9 -- 2019-Apr-6 - Added: Semantic Versioning (which is why we jumped from 1.6 to 3.4.9) - Added: [SyncDictionary](../Classes/SyncDictionary) - Added: [SyncHashSet](../Classes/SyncHashSet) - Added: [SyncSortedSet](../Classes/SyncSortedSet) - Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively - Added: Documentation for [SyncVars](../Classes/SyncVars) - Added: Documentation for [SyncEvents](../Classes/SyncEvent) - Added: NoRotation to NetworkTransform - Added: Scale is now included in spawn payload along with position and rotation - Added: Generic `IMessageBase` to allow struct message types - Added: Weaver now supports Vector2Int and Vector3Int - Added: List Server example - Added: Additive Scenes example - Fixed: SyncLists now work correctly for primitives and structs - Fixed: SyncVar Hooks now will update the local property value after the hook is called - You no longer need to have a line of code in your hook method to manualy update the local property. - Fixed: Host should not call Disconnect on transports - Fixed: NetworkAnimimator now supports up to 64 animator parameters - Fixed: NetworkManager `StartServer` no longer assumes scene zero is the default scene...uses `GetActiveScene` now - Fixed: NetworkServer `Shutdown` now resets `netId` to zero - Fixed: Observers are now properly rebuilt when client joins and `OnRebuildObservers` / `OnCheckObserver` is overridden - Fixed: NetworkProximityChecker: On rare occasion, player could be excluded from observers rebuild - Fixed: NetworkLobbyPlayer `OnClientReady` works now - Fixed: NetworkLobbyPlayer Remove button not showing for P1 when Server Only - Fixed: NetworkLobbyManager `pendingPlayers` and `lobbySlots` lists are now public for inheritors - Fixed: Offline scene switching now works via `StopClient()` - Fixed: Pong example updated - Fixed: Source Weaver was deleting PDB files, preventing breakpoints and debugging from working. - Changed: TargetRpc NetworkConnection paramater is now optional...the calling client's NetworkConnection is default - Changed: Movement example replaced with Tank example - Changed: NetworkClient functions are all static now, so the singleton is gone. Use NetworkClient directly. - Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete. - Removed: SyncListSTRUCT - Use SyncList instead. - Removed: NetworkClient.ShutdownAll is obsolete -- Use NetworkClient.Shutdown instead ## Version 1.6 -- 2019-Mar-14 - Fixed: Websockets transport moved to Mirror.Websocket namespace - Fixed: NetworkAnimator bandwidth abuse - Fixed: NetworkAnimator float sync bug - Fixed: Persistent SceneID's for Networked objects - Changed: Documentation for [Transports](../Transports) - Changed: Weaver is now full source...FINALLY! - Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage` - Please refer to the code sample [here](../Concepts/Authentication) to see how to update your code. - Changed: NetworkManager -- Headless Auto-Start moved to `Start()` from `Awake()` - Changed: Removed Message ID's for all messages - See [Network Messages](../Concepts/Communications/NetworkMessages) for details - Message IDs are now generated automatically based on the message name. - Previously you would call Send(MyMessage.MsgId, message), now you call Send(message) - Removed: Documentation for Groove Transport - use Websockets Transport instead ## Version 1.5 -- 2019-Mar-01 - Added: **Migration Tool** to (mostly) automate conversion from UNet - Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI - Added: Transport Multiplexer - allows the use of multiple concurrent transports - Added: NetworkLobbyManager and NetworkLobbyPlayer with example game - Added: Configurable Server Tickrate in NetworkManager - Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed - Added: Unit tests for Weaver - Fixed: Garbage allocations removed from a lot of things (more work to do, we know) - Fixed: NetworkProximityChecker now uses OverlapSphereNonAlloc and OverlapCircleNonAlloc - Fixed: SyncVar hook not firing when clients joined - Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings - Fixed: NetworkAnimator no longer lmited to 6 variables - Fixed: TelepathyTransport delivering messages when disabled - Changed: Minimum Unity version: **2018.3.6** - Removed: SceneAttribute.cs (merged to CustomAttributes.cs) - Removed: NetworkClient.allClients (Use NetworkClient.singleton instead) - Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI) - Removed: NetworkConnection.isConnected (NetworkConnection is always connected) - Removed: Transport.GetConnectionInfo (Use ServerGetClientAddress instead) ## Version 1.4 -- 2019-Feb-01 - Added: HelpURL attirbutes to components - Added: Automatic targetFramerate for headless builds - Added: ByteMessage to Messages class - Fixed: Connectiing state can be cancelled properly - Fixed: NetworkTransformBase interpolation applied to client's own object - Fixed: Objects are spawned with correct rotation - Fixed: SceneId assignment - Fixed: Changed syncInterval wasn't saved...it is now - Fixed: Additive Scene loading - Changed: **Mirror is now full source** -- no more DLL's - Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam - Changed: Transport class now dispatches Unity Events - Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now - Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now - Changed: NetworkServer.SendToReady uses NetworkIdentity now - Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now - Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now - Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now - Changed: NetworkTransform reimplemented -- physics removed, code simplified - Removed: NetworkClient.hostPort (port is handled at Transport level) - Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead) - Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)