mirror of
https://github.com/MirrorNetworking/Mirror.git
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368 lines
28 KiB
Markdown
368 lines
28 KiB
Markdown
# Change Log
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**Mirror is published to the [Asset Store](https://assetstore.unity.com/packages/tools/network/mirror-129321) at the start of every month, unless some critical issue causes a delay.**
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Mirror uses semantic versioning, and the versions shown here are those that were published to the Asset Store, and occasionally major version bumps happen mid-month between store submissions and are therefore not individually shown here.
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## Version 16.1.1 -- 2020-Jun-13
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- Added: [Command] now has an `ignoreAuthority` option for invoking Commands on objects the client doesn't have authority over, and Command methods can have an optional `NetworkConnectionToClient sender` parameter.
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- Added: [ClientRpc] now has an `excludeOwner` option to prevent messages from going to the client that owns the object.
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- Added: Commands and Rpc's can now be declared as virtual and overridden in derived classes.
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- Added: [NetworkLogSettings](../Components/NetworkLogSettings.md) component and Log Settings Window.
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- Added: SyncLists now support `AddRange`, `InsertRange`, and `RemoveAll`.
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- Added: Network Room Manager now has a virtual `OnRoomServerPlayersNotReady` that fires on server from `CheckReadyToBegin`.
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- Added: Network Room Player template now includes base Network Behaviour overrides.
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- Added: Network Room Player now has a virtual hook for the index SyncVar, and the override is in the template.
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- Added: Experimental Network Transform with more control settings and features.
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- Fixed: Network Room Manager.minPlayers is now protected so it's available for derived classes.
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- Fixed: Network Room Manager no longer does redundant player prefab registration in `OnStartClient`.
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- Fixed: Network Room Player `OnClientEnterRoom` now correctly only fires on clients.
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- Fixed: `RegisterClientMessages` was being incorrectly invoked for every scene change.
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- Fixed: Network Behaviour `SyncMode` and `SyncInterval` was not showing in the inspector in some cases (regression).
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- Fixed: Network Manager now cleans up network objects better when server stops.
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- Fixed: Network Manager no longer tries to change to offline scene redundantly in `StopClient`.
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- Fixed: Network Connection's `lastMessageTime` wasn't being properly initialized, causing incorrect idle timeout disconnects.
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- Fixed: Websockets transport now correctly pauses and queues messages during scene changes and should otherwise be more stable with SSL
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- Changed: **Breaking** Websockets Transport now requires full path to PFX Certificate file.
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- Changed: Improvements were made to the Tanks example.
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- Changed: Network Room Player now uses virtual SyncVar hook for ReadyStateChanged.
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- Changed: Network Proximity Checker now uses direct distance check against player objects instead of Physics.SphereCastNonAlloc for better performance.
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- Removed: Discord Transport
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## Version 13.0.1 -- 2020-May-06
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- Added: [Multiple Concurrent Additive Scenes Example](../Examples/MultipleAdditiveScenes/index.md).
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- Added: [Network Match Checker](../Components/NetworkMatchChecker.md) component. Use this component to create many concurrent isolated matches within a single game server.
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- Added: [SyncLists](../Guides/Sync/SyncLists.md) now have Find and FindAll functions.
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- Added: Network Behaviour now has OnStopServer and OnStopClient virtual methods.
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- Added: Weaver now supports custom Reader & Writer for types in other assemblies.
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- Added: Network Manager now has an optional setting to check for and disconnect remote connections that have gone silent for a specified interval.
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- Added: Network Manager now has a ReplaceHandler method to avoid warnings when attempting to double register message handlers.
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- Added: `NetworkServer.SendToAll` now has an optional bool to only send to ready clients, and a `SendToReady` method that doesn't require a Network Identity.
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- Fixed: Network Animator no longer double-fires SetTrigger / ResetTrigger on the host client.
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- Fixed: Network Animator is no longer limited to one component per object.
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- Fixed: Destroy is no longer invoked twice on the server for the player object.
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- Fixed: `RegisterClientMessages` is no longer invoked twice on the client.
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- Fixed: Network Behaviour `SyncMode` and `SyncInterval` was not showing in the inspector in some cases.
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- Fixed: Telepathy Transport - `LateUpdate` now processes a limited amount of messages per tick to avoid deadlocks.
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- Changed: Network Behaviour: `OnNetworkDestroy` was renamed to `OnStopClient`.
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- Changed: **Breaking** RemovePlayerMessage has been removed as a potential security risk. Use `NetworkServer.RemovePlayerForConnection` instead.
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- Changed: **Breaking** Network Behaviour: `OnRebuildObservers`, `OnCheckObserver`, and `OnSetHostVisibility` were moved to a separate class called `NetworkVisibility`.
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## Version 11.4.2 - 2020-Apr-03
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- Added: SyncVar hooks can be virtual now, and overriden in a derived class.
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- Added: Virtual `OnRoomStopServer` added to Network Room Manager and Script Template.
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- Added: 10K Networked Objects Benchmark Example.
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- Fixed: Setting breakpoints in an IDE for Command's and Rpc's work correctly now.
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- Fixed: `NetworkServer.SendToObservers` now reports correct channel to Mirror Profiler.
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- Fixed: Network Room Manager's `roomPlayerPrefab` is now `protected` so it can be accessed in derived classes.
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- Fixed: Network Room Player inspector and documentation updated to be less confusing.
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- Fixed: Network Identity no longer double calls `NetworkServer.Destroy`.
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- Fixed: Network Animator now correctly excludes parameters controlled by curves.
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- Fixed: Network Behaviour now uses a property drawer for the SyncVar label so it displays better.
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- Fixed: `NetworkServer.SendToReady` overloads are no longer ambiguous.
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- Fixed: Network Room Manager no longer incorrectly destroys the game player object. It's left in the game scene to be cleaned up by Unity when the scene changes.
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- Fixed: `StopHost` correctly raises `OnServerDisconnect` in Network Manager, and correctly unwinds before shutting down the server.
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- Fixed: `isServer` is no longer incorrectly false on server in Network Identity's `OnDestroy`.
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- Changed: Network Manager `offlineScene` and `onlineScene` store full paths now, so use SceneManager.GetActiveScene().path instead.
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- Changed: Network Manager HUD now calls `StopHost` / `StopServer` / `StopClient` more appropriately.
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- Changed: Network Manager HUD labels no longer say LAN. Associated docs also cleaned up to eliminate the misconception of Mirror being LAN only solution.
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- Changed: Network Transform compression removed and message handling is much simpler now.
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- Changed: Network Scene Checker initializes in Awake again because `OnEnable` proved to be unreliable in some cases.
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- Changed: Network Manager will no longer lose references to scenes if they aren't in the Build Settings scene list, however moving or renaming scenes may cause references to be lost.
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- Changed: **Breaking** Many obsolete methods and properties removed. Use [version 10](https://github.com/vis2k/Mirror/releases/tag/v10.4.7) first if upgrading from UNet or older Mirror. See [Deprecations](Deprecations.md) for complete list.
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## Version 10.4.7 - 2020-Mar-03
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- Added: Weaver will now block play mode and builds if there are weaver errors and show them in the console again.
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- Added: `PooledNetworkReader` and `PooledNetworkWriter`, both Disposable.
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- Added: `NetworkReader.ReadMessage<T>`.
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- Added: Network Discovery now handles headless server mode.
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- Added: SyncVar, Cmd's and Rpc's now support Scriptable Objects via CreateInstance on the receiving side.
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- Added: Discord Transport *Removed in v16.1.1*
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- Fixed: `isClient` now returns true on clients in OnDestroy for networked objects.
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- Fixed: Host Player race condition for Ready message.
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- Fixed: Network Animator and Network Transform now correctly check for client authority in their respective Command methods.
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- Fixed: Network Room Manager Script Template had a virtual method instead of an override.
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- Fixed: Network Server's calls to NetworkConnectionToClient.Send now includes the channelId parameter that was missing.
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- Fixed: Network Server's calls to SendToAll, SendToReady, and SendToObservers send to the exact connection if it is detected as local connection, instead of falling back to the .localConnection.
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- Fixed: Network Server.SpawnObjects returns false if server isn't running.
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- Fixed: Network Transform rotation detection improved.
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- Fixed: Weaver generated code now builds properly for IL2CPP (again).
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- Changed: StartHost in Network Manager is no longer a virtual method (and shoudn't have been). Override OnStartHost instead.
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- Changed: Network Room Manager's OnRoomServerSceneLoadedForPlayer now includes NetworkConnection parameter.
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- Changed: Network Scene Checker now works from OnEnable instead of Awake, and uses Scene instead of scene name.
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- Changed: Renamed NeworkWriter.Write to WriteMessage for consistency.
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## Version 9.0.2 - 2020-Feb-04
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- Added: Network Animator now has a ResetTrigger function and server / client authority warnings.
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- Added: Network Transform now has 3 new floats for Sensitivity to quiet down message traffic from micro changes.
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- Added: Network Observer added to [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu.
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- Added: [Network Discovery](../Components/NetworkDiscovery.md) has been reimplemented including an example and script template -- thanks to all those who contributed!
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- Added: [Network Scene Checker Component](../Components/NetworkSceneChecker.md).
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- Added: Mirror Icon for all components.
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- Added: Inspector Headers to Network Behaviour, Network Transform, and Network Animator.
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- Added: URI added to supported data types.
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- Added: `NetworkReaderPool` has been implemented in place of `new NetworkReader` everywhere, significantly reducing garbage allocation.
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- Fixed: Network Transform and Network Animator now uses NetworkWriterPool.
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- Fixed: Network Transform and Network Animator now respect `hasAuthority` for client owned objects.
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- Fixed: Network Transform will now correctly teleport if time / distance are too large.
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- Fixed: Network Animator now correctly syncs when clientAuthority is false.
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- Fixed: Client owned objects are now destroyed when client disconnects (regression).
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- Fixed: Client authority is now preserved for networked objects carried through scene change in DontDestroyOnLoad (DDOL).
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- Fixed: Starting server immediately after cancelling client connection attempt no longer throws a NRE.
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- Fixed: IL2CPP builds no longer trigger an assert when stopping server.
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- Fixed: SyncVars are now set for Host player before hook is invoked.
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- Fixed: SyncDictionary now correctly updates the value before invoking callbacks.
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- Fixed: StopHost no longer tries to change to the Offline scene twice.
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- Fixed: Network Room Manager roomSlots are now correctly managed on both server and clients.
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- Fixed: Network Room Manager now correctly supports multiple GamePlay scenes and adds a virtual `OnRoomServerAddPlayer`.
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- Fixed: Additive scene operations no longer incorrectly lead to extraneous AddPlayer messages from clients.
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- Fixed: `NetworkWriterPool` is now used everywhere instead of `new NetworkWriter` (we missed a couple when the pool was implemented).
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- Fixed: Patch for Unity 2019.3.x `RequestScriptReload` was moved to EditorUtility from UnityEditorInternal.InternalEditorUtility.
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- Fixed: Arrays of custom types are now correctly supported.
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- Changed: Shutdown logic has been streamlined.
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- Changed: `NetworkIdentity.GetSceneIdenity` method renamed to `GetSceneIdentity` (name typo).
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- Changed: OnApplicationQuit virtual method added to Transport class and `Transport.activeTransport.Shutdown()` is no longer called from Network Manager.
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- Changed: **Breaking** SyncVar Hooks now require **two** parameters, one each for the old and new value, and the property value is now set **before** the hook is called.
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## Version 6.7.7 - 2020-Jan-01
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- Added: [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu.
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- Added: Full Text Search added to docs.
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- Added: Basic Chat example.
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- Added: Some youtube videos have been created and linked from various doc pages where appropriate.
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- Added: Transports can now support using a URI for connection including port.
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- Added: version.txt file is now included with the release version in it.
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- Added: Structs that inherit from IMessageBase now generate serializers.
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- Fixed: Components now appear in docs under API Reference.
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- Fixed: Delayed disconnect in Basic Authenticator.
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- Fixed: Multiplexer now handles OnClientConnect and GetMaxMessageSize correctly.
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- Fixed: Network Room Manager OnRoomServerCreateGamePlayer now includes the Room Player Object as parameter.
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- Changed: Room example now has Network Room Manager in the Offline scene and correctly switches to the Room scene when server / client is started.
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- Changed: Network Manager startPositionIndex and loadingSceneAsync are now public.
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- Changed: SceneMessage now has an optional customHandling flag so devs can handle their own custom scene loading, e.g. using Addressables.
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- Changed: **Breaking** Network Transform now defaults to server authority and has a Client Authority checkbox.
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## Version 6.3.0 - 2019-Dec-09
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- Added: SyncMode selector now works for components on any scene objects owned by a client in addition to the player object, e.g. pets.
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- Added: MessageBase now fully supports inheritance.
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- Added: Room example now has UI button for host to return all clients to the Room scene and other improvements.
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- Fixed: ReplacePlayerForConnection now works for existing scene objects as long as another player doesn't own the targetted object.
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- Fixed: isClient and isServer are now true for networked objects in Start and OnStartClient / OnStartServer, respectively.
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- Fixed: hasAuthority is now set before OnStartClient and OnStartLocalPlayer are invoked.
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- Changed: connectionToClient is now used to assign client authority.
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- Changed: In many respects, the Host player acts a lot more like a client and will reveal bugs better.
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- Changed: ReplacePlayerForConnection now has an optional bool to retain authority of the previous object (default = false).
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- Removed: `NetworkServer.SpawnWithClientAuthority` is deprecated in favor of overloads of `NetworkServer.Spawn`.
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## Version 5.0.2 - 2019-Nov-03
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- Added: SyncList and SyncSet custom Equality Comparer support.
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- Added: Custom serializers may be implemented for any type in Cmd's and Rpc's.
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- Added: [Fallback Transport](../Transports/Fallback.md).
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- Fixed: SyncVar hooks are no longer called in Host if no change.
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- Fixed: Network Identity no longer throws a null reference exception in RemoveClientAuthority.
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- Fixed: Server transport now suspended during scene change to prevent erroneous messages.
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- Fixed: SyncList, SyncDictionary and SyncSet now use a custom IEnumerator to avoid memory allocation.
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- Fixed: sceneID is no longer reset in certain cases when editing a prefab.
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- Changed: PreprocessorDefine code moved to CompilerSymbols folder to avoid paradox of missing symbols preventing the symbols being added to the project.
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- Changed: Host player no longer gets authority assigned to all objects by default.
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- Changed: Commands no longer bypass serialization for Host player, making debugging easier.
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- Changed: Local connections now maintain their own message queue.
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- Changed: Transport.Available is now abstract.
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- Removed: Network Identity: Local Player Authority has been removed as no longer necessary.
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## Version 4.0.7 - 2019-Oct-03
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- Added: [Authenticators](../Components/Authenticators/index.md) support to authenticate clients in the Connect phase.
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- Added: Profiler events. These events can be subscribed to by the [Network Profiler](../Guides/Profiler.md) to provide visual information.
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- Added: Transports now include channel in profiler events.
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- Added: Transport abstract class now supports sending a message to a list of connection id's.
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- Fixed: SceneMessage now has sceneOperation enum so clients can properly handle additive scenes.
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- Fixed: NetworkClient handlers are now cleared in Shutdown.
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- Fixed: Offline scene is no longer reloaded when client fails to connect or is rejected.
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- Fixed: Start Position Index is now reset to zero when server is stopped.
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- Fixed: Network Room Players are now all in DontDestroyOnLoad so they don't respawn in the game scene.
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- Fixed: Network Room example player controller restores main camera on disable.
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- Fixed: Components with different sync intervals were not sending updates to clients.
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- Fixed: In certain cases, weaver wouldn't weave some external assemblies.
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- Fixed: Network Animator now does a full sync for new clients.
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- Fixed: Network Behaviour inspector now shows SyncMode for private SyncVars.
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- Fixed: Calling Commands and Rpcs of parent classes from inherited classes works as it should.
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- Fixed: Telepathy no longer hangs when attempting to connect to a nonexistent host.
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- Fixed: Websockets Transport now properly returns the client endpoint information via `ServerGetClientAddress`.
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- Fixed: WebGL build now works with ArraySegment.
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- Changed: Mirror is now free of garbage memory allocation on the sending side.
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- Some transports may still have a little garbage allocation yet.
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- Changed: Deprecated the AddPlayerMessage extraMessage byte\[\] in favor of an easier approach to [Custom Players](../Guides/GameObjects/SpawnPlayerCustom.md).
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- This is a breaking change: The virtual method OnServerAddPlayer loses the AddPlayerMessage parameter.
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- Changed: `NetworkIdentity.RemoveAuthorityForConnection` is now easier to use: no need to supply the current "owner" anymore.
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- Changed: Renamed `NetworkConnection.playerController` to `identity` ... see [Deprecations](Deprecations.md) for details.
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- Changed: Lobby system renamed to Room to better align the name for what it is and make way for a future Lobby framework.
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## Version 3.17.4 - 2019-Sep-04
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- Added: Custom Network Readers & Writers via extension methods.
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- Added: Network Sync Mode selector on components to sync to observers (default) or just the owner.
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- Added: SyncVars now support structs and enums in other assemblies.
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- Added: Support for reading and writing array segments.
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- Added: Network Animator now has layers support.
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- Added: New virtual method OnServerChangeScene to Network Manager.
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- Added: XML summary comments for intellisense and future generated class docs.
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- Updated Examples and Documentation.
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- Fixed: SceneID was not set to 0 for prefab variants.
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- Fixed: Observers were not properly rebuilt on scene changes.
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- Fixed: SyncVar hooks were not able to change other SyncVars in Host mode.
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- Fixed: Telepathy not setting socket options on accepted clients.
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- Fixed: Catch IL2CPP bug.
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- Fixed: Telepathy and Websockets now start connections ID's at 1 instead of 2.
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- Fixed: Websockets support for SSL restored.
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- Fixed: Network Manager no longer complains about missing player prefab if auto-create is disabled.
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- Fixed: Removed a garbage allocation in Network Transform.
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- Fixed: NetworkClient.Ready was being called unncessarily in certain cases, e.g. SceneMessages.
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- Changed: Documentation moved to website and API generated docs implemented.
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- Changed: AddPlayerForConnection handler is now internal to keep safety checks intact.
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- Changed: A bunch of messages converted to value types for performance.
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## Version 3.11.6 - 2019-Jul-10
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- Fixed: Telepathy IPv4, IPv6, and FQDN should all work now.
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- Fixed: TelepathyTransport error in UWP builds.
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- Fixed: OnApplicationQuit is handled better now.
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- Fixed: Performance and memory allocation improvements.
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- Changed: Telepathy Source is now included instead of a DLL.
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## Version 3.10.10 - 2019-Jun-19
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- Added: Scene Message now supports params for SceneMode (Normal / Additive) and PhysicsMode (2D / 3D).
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- Added: ClientScene.Send now has an optional ChannelId parameter.
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- Added: ASMDEF to Examples folder.
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- Added: Support for sending and receiving ArraySegment\<byte\>
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- Added: IReadOnlyList\<T\> in SyncLists.
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- Fixed: Network Manager not switching to correct scene in some cases.
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- Fixed: ListServer Ping not found in WebGL.
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- Fixed: TelepathyTransport.GetMaxPacketSize uses the new configurable max size.
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- Fixed: Significant reduction in memory allocation and garbage collection.
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- Changed: Use transform.localPosition and transform.localRotation for better VR support.
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- Removed: Websockets send queues (they never worked) and SSL (temporarily because it didn't work).
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## Version 3.6.7 -- 2019-Apr-28
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- Changed: NetworkReader now uses ArraySegment\<byte\> to minimize allocations.
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## Version 3.6.6 -- 2019-Apr-24
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- Fixed: Reverted two internal refactor commits that had unintended consequences.
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## Version 3.6.5 -- 2019-Apr-23
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- Fixed: Unity 2019.1 compatibility.
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- Fixed: Erroneous error indicating prefabs were missing Scene ID's.
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- Fixed: OnDeserializeSafely now works without allocations.
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- Fixed: Weaver not writing symbol files, preventing breakpoints from working in Visual Studio.
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- Fixed: Network Identity SceneID generation now uses RNG Crypto Service Provider.
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- Fixed: Scene lighting in Additive example.
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- Fixed: Player Prefab transform details now respected when instantiated in the absence of NetworkStartPosition.
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- Removed: Tests folder from Unity package generation (no end-user value).
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## Version 3.5.9 -- 2019-Apr-12
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- Fixed: Network Manager round-robin mode using NetworkStartPosition objects now uses hierarchy sibling order.
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- Fixed: IsLocalPlayer is now reliably accurate in `Start()` by combining OwnerMessage and SpawnPrefabMessage.
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- Fixed: Stack overflow issues with Weaver and Cecil.
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- Fixed: Corrected assembly paths passed to weaver.
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- Fixed: Enum bandwdith reduced in SyncVars, Commands, and Rpcs.
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- Fixed: Placeholder files added for removed code files so updating works better.
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- Changed: Network Manager `isHeadless` is a static property now, changed from `IsHeadless()`.
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## Version 3.5.3 -- 2019-Apr-10
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- Fixed: Exceptions in overrides of Network Manager and other components incorrectly silenced.
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- Fixed: Lobby system sometimes would not spawn and swap game player prefabs into the game scene.
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- Fixed: Application.targetFrameRate no longer set in host mode.
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- Changed: Telepathy: Split MaxMessageSize to allow setting a different value for client and server.
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## Version 3.4.9 -- 2019-Apr-6
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- Added: Semantic Versioning (which is why we jumped from 1.6 to 3.4.9).
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- Added: [SyncDictionary](../Guides/Sync/SyncDictionary.md).
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- Added: [SyncHashSet](../Guides/Sync/SyncHashSet.md).
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- Added: [SyncSortedSet](../Guides/Sync/SyncSortedSet.md).
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- Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively.
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- Added: Documentation for [SyncVars](../Guides/Sync/SyncVars.md).
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- Added: Documentation for [SyncEvents](../Guides/Sync/SyncEvent.md).
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- Added: NoRotation to Network Transform.
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- Added: Scale is now included in spawn payload along with position and rotation.
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- Added: Generic `IMessageBase` to allow struct message types.
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- Added: Weaver now supports Vector2Int and Vector3Int.
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- Added: List Server example.
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- Added: Additive Scenes example.
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- Fixed: SyncLists now work correctly for primitives and structs.
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- Fixed: SyncVar Hooks now will update the local property value after the hook is called.
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- You no longer need to have a line of code in your hook method to manualy update the local property.
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- Fixed: Host should not call Disconnect on transports.
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- Fixed: NetworkAnimimator now supports up to 64 animator parameters.
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- Fixed: Network Manager `StartServer` no longer assumes scene zero is the default scene...uses `GetActiveScene` now.
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- Fixed: `NetworkServer.Shutdown` now resets `netId` to zero.
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- Fixed: Observers are now properly rebuilt when client joins and `OnRebuildObservers` / `OnCheckObserver` is overridden.
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- Fixed: NetworkProximityChecker: On rare occasion, player could be excluded from observers rebuild.
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- Fixed: NetworkLobbyPlayer `OnClientReady` works now.
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- Fixed: NetworkLobbyPlayer Remove button not showing for P1 when Server Only.
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- Fixed: NetworkLobbyManager `pendingPlayers` and `lobbySlots` lists are now public for inheritors.
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- Fixed: Offline scene switching now works via `StopClient()`.
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- Fixed: Pong example updated.
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- Fixed: Source Weaver was deleting PDB files, preventing breakpoints and debugging from working.
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- Changed: TargetRpc NetworkConnection paramater is now optional...the calling client's NetworkConnection is default.
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- Changed: Movement example replaced with Tank example.
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- Changed: NetworkClient functions are all static now, so the singleton is gone. Use NetworkClient directly.
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- Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete.
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- Removed: SyncListSTRUCT - Use SyncList instead.
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- Removed: NetworkClient.ShutdownAll is obsolete -- Use NetworkClient.Shutdown instead.
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## Version 1.6 -- 2019-Mar-14
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- Fixed: Websockets transport moved to Mirror.Websocket namespace.
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- Fixed: Network Animator bandwidth abuse.
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- Fixed: Network Animator float sync bug.
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- Fixed: Persistent SceneID's for Networked objects.
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- Changed: Documentation for [Transports](../Transports/index.md).
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- Changed: Weaver is now full source...FINALLY!
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- Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage`.
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- Please refer to the code sample [here](../Guides/GameObjects/SpawnPlayerCustom.md) to see how to update your code.
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- Changed: Network Manager -- Headless Auto-Start moved to `Start()` from `Awake()`.
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- Changed: Removed Message ID's for all messages - See [Network Messages](../Guides/Communications/NetworkMessages.md) for details.
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- Message IDs are now generated automatically based on the message name.
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- Previously you would call Send(MyMessage.MsgId, message), now you call Send(message).
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- Removed: Documentation for Groove Transport - use Websockets Transport instead.
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## Version 1.5 -- 2019-Mar-01
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- Added: **Migration Tool** to (mostly) automate conversion from UNet.
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- Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI.
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- Added: Transport Multiplexer - allows the use of multiple concurrent transports.
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- Added: NetworkLobbyManager and NetworkLobbyPlayer with example game.
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- Added: Configurable Server Tickrate in Network Manager.
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- Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed.
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- Added: Unit tests for Weaver.
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- Fixed: Garbage allocations removed from a lot of things (more work to do, we know).
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- Fixed: NetworkProximityChecker now uses `OverlapSphereNonAlloc` and `OverlapCircleNonAlloc`.
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- Fixed: SyncVar hook not firing when clients joined.
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- Fixed: Network Manager no longer assumes it's on Scene(0) in Build Settings.
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- Fixed: Network Animator no longer lmited to 6 variables.
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- Fixed: TelepathyTransport delivering messages when disabled.
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- Changed: Minimum Unity version: **2018.3.6**
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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` (Network Connection is always connected).
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- Removed: `Transport.GetConnectionInfo` (Use `ServerGetClientAddress` instead).
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## Version 1.4 -- 2019-Feb-01
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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: Network Transform 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: **Mirror is now full source** -- no more DLL's.
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- Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam.
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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: Network Transform 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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