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Change Log
Version 3.x.x - In Progress
- Added: Sync-To-Owner via optional attributes and parameter for SyncVars and related classes
- Added: Support for reading and writing array segments
- Added: NetworkAnimator now has layers support
- Added: New virtual method OnServerChangeScene to NetworkManager
- Added: XML
comments for intellisense and future generated class docs - Updated Examples and Documentation
- Fixed: ScneID was not set to 0 for prefab variants
- Fixed: Observers are not properly rebuilt on scene changes
- Fixed: SyncVar hooks were not able to change other SyncVars in Host mode
- Fixed: Telepathy not setting socket options on accepted clients
- Fixed: Catch IL2CPP bug
- Fixed: Telepathy and Websockets now start connections ID's at 1 instead of 2
- Fixed: Websockets support for SSL restored
- Fixed: NetworkManager no longer complains about missing player prefab if auto-create is disabled.
- Changed: AddPlayerForConnection handler is now internal to keep safety checks intact
- Changed: A bunch of messages converted to value types for performance
Version 3.11.6 - 2019-Jul-10
- Fixed: Telepathy IPv4, IPv6, and FQDN should all work now
- Fixed: TelepathyTransport error in UWP builds
- Fixed: OnApplicationQuit is handled better now
- Fixed: Performance and memory allocation improvements
- Changed: Telepathy Source is now included instead of a DLL
Version 3.10.10 - 2019-Jun-19
- Added: Scene Message now supports params for SceneMode (Normal / Additive) and PhysicsMode (2D / 3D)
- Added: ClientScene.Send now has an optional ChannelId parameter
- Added: ASMDEF to Examples folder
- Added: Support for sending and receiving ArraySegment<byte>
- Added: IReadOnlyList<T> in SyncLists
- Fixed: NetworkManager not switching to correct scene in some cases
- Fixed: ListServer Ping not found in WebGL
- Fixed: TelepathyTransport.GetMaxPacketSize uses the new configurable max size
- Fixed: Significant reduction in memory allocation and garbage collection
- Changed: Use transform.localPosition and transform.localRotation for better VR support
- Removed: Websockets send queues (they never worked) and SSL (temporarily because it didn't work)
Version 3.6.7 -- 2019-Apr-28
- Changed: NetworkReader now uses ArraySegment<byte> to minimize allocations.
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 fromIsHeadless()
.
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
- Added: SyncHashSet
- Added: SyncSortedSet
- Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively
- Added: Documentation for SyncVars
- Added: Documentation for SyncEvents
- 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...usesGetActiveScene
now - Fixed: NetworkServer
Shutdown
now resetsnetId
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
andlobbySlots
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
- Changed: Weaver is now full source...FINALLY!
- Changed: ClientScene.AddPlayer 2nd parameter is now
byte[] extraData
instead ofMessageBase extraMessage
- Please refer to the code sample here to see how to update your code.
- Changed: NetworkManager -- Headless Auto-Start moved to
Start()
fromAwake()
- Changed: Removed Message ID's for all messages - See Network Messages 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)