Mirror/docs/General/ChangeLog.md
MrGadget 16909ce2e7 Update ChangeLog.md (#499)
Added entries for version 1.5
2019-02-28 20:10:20 +01:00

2.3 KiB

Change Log

Version 1.5 -- 2019-Mar-01

  • Added: Lobby Manager and Lobby Player with example game
  • Added: Unit tests for Weaver
  • Added: Configurable Server Tickrate in NetworkManager
  • Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed
  • Fixed: Garbage allocations removed from a lot of things (more work to do, we know)
  • 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
  • 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)
  • Changed: Minimum Unity version: 2018.3.6

Version 1.4 -- 2019-Feb-01

  • Mirror is now full source - no more DLL's
  • Transports are now components: TCP, UDP, WebGL, Steam
  • 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: 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)