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16909ce2e7
Added entries for version 1.5
45 lines
2.3 KiB
Markdown
45 lines
2.3 KiB
Markdown
# Change Log
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## Version 1.5 -- 2019-Mar-01
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- Added: Lobby Manager and Lobby Player with example game
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- Added: Unit tests for Weaver
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- Added: Configurable Server Tickrate in NetworkManager
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- Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed
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- Fixed: Garbage allocations removed from a lot of things (more work to do, we know)
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- Fixed: SyncVar hook not firing when clients joined
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- Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings
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- Fixed: NetworkAnimator no longer lmited to 6 variables
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- Fixed: TelepathyTransport delivering messages when disabled
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- Removed: SceneAttribute.cs (merged to CustomAttributes.cs)
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- Removed: NetworkClient.allClients (Use NetworkClient.singleton instead)
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- Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI)
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- Removed: NetworkConnection.isConnected (NetworkConnection is always connected)
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- Changed: Minimum Unity version: 2018.3.6
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## Version 1.4 -- 2019-Feb-01
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- Mirror is now full source - no more DLL's
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- Transports are now components: TCP, UDP, WebGL, Steam
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- Added: HelpURL attirbutes to components
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- Added: Automatic targetFramerate for headless builds
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- Added: ByteMessage to Messages class
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- Fixed: Connectiing state can be cancelled properly
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- Fixed: NetworkTransformBase interpolation applied to client's own object
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- Fixed: Objects are spawned with correct rotation
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- Fixed: SceneId assignment
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- Fixed: Changed syncInterval wasn't saved...it is now
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- Fixed: Additive Scene loading
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- Changed: Transport class now dispatches Unity Events
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- Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now
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- Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now
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- Changed: NetworkServer.SendToReady uses NetworkIdentity now
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- Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now
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- Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now
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- Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now
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- Changed: NetworkTransform reimplemented -- physics removed, code simplified
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- Removed: NetworkClient.hostPort (port is handled at Transport level)
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- Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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- Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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