Mirror/Unity-Technologies-networking/Runtime
2018-07-25 18:26:35 +02:00
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Properties HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
ClientScene.cs MsgType.ObjectSpawn renamed to SpawnPrefab, ObjectSpawnScene renamed to SpawnSceneObject. Messages.ObjectSpawnMessage renamed to SpawnPrefabMessage, etc. to make it perfectly clear what the messages do in order to avoid any confusion. 2018-07-20 16:37:05 +02:00
CustomAttributes.cs HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
DotNetCompatibility.cs HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
LocalClient.cs UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code. 2018-07-19 21:03:00 +02:00
LocalConnections.cs SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
LogFilter.cs LogFilter.Fatal level removed because it wasn't used anywhere and Debug/Warn/Error are more than enough anyway. 2018-07-19 11:34:49 +02:00
Messages.cs NetworkTransform uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. 2018-07-25 18:26:35 +02:00
NetworkAnimator.cs UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code. 2018-07-19 21:03:00 +02:00
NetworkBehaviour.cs Separate dirtiness and network channel. These are independent of each other 2018-07-23 09:46:32 -05:00
NetworkClient.cs SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
NetworkConnection.cs SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
NetworkDiscovery.cs NetworkDiscovery.OnGUI improved. Uses GUILayout now instead of manually spacing y. 2018-07-20 11:16:00 +02:00
NetworkHash128.cs NetworkHash128: fixed missing ) in comment 2018-07-16 15:49:13 +02:00
NetworkIdentity.cs Separate dirtiness and network channel. These are independent of each other 2018-07-23 09:46:32 -05:00
NetworkInstanceId.cs HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
NetworkManager.cs UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code. 2018-07-19 21:03:00 +02:00
NetworkManagerHUD.cs NetworkManagerHUD improved: OnGUI uses GUILayout instead of manually spacing y. Update hotkeys removed because they didn't really offer anything of value. [SerializeField] removed from public fields because it's redundant. 2018-07-20 11:09:24 +02:00
NetworkProximityChecker.cs NetworkProximityChecker: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
NetworkReader.cs No point for ReadSByte() to use reader.ReadByte() with a cast 2018-07-17 19:16:38 +00:00
NetworkScene.cs Removed spaces 2018-06-28 14:46:19 +02:00
NetworkSceneId.cs HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
NetworkServer.cs NetworkIdentity.OnSerializeAll/OnDeserializeAll uses a dirtyComponents bitmask so only the dirty ones are serialized and send over the network. NetworkIdentity.UNetUpdate uses new OnSerializeAll function. Previously UNetUpdate would serialize all components for all channels if any of the components for a given channelId was dirty. For 2 channels, UNetUpdate would serialize all components twice, for 3 channels it would serialize all components three times, etc. And instead of only serializing the dirty components, any one dirty component would cause serialization of all components in that channel. So for example, NetworkTime synchronization would trigger OnSerialize to be called for movement, health, etc. too. Not serializing everything for each channel should cut Bandwidth in half for most projects that use the regular Reliable/Unreliable channels. Only serializing the actual dirty components should reduce bandwidth even further. 2018-07-22 12:52:42 +02:00
NetworkStartPosition.cs HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
NetworkTranformChild.cs NetworkTransformChild uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. 2018-07-25 18:23:30 +02:00
NetworkTransform.cs NetworkTransform uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. 2018-07-25 18:26:35 +02:00
NetworkTransformVisualizer.cs HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
NetworkWriter.cs NetworkWriter.FinishMessage size check added to make sure that it fits into ushort 2018-06-22 09:32:19 +02:00
PlayerController.cs PlayerController.kMaxLocalPlayers removed because it wasn't used anywhere 2018-07-19 15:20:15 +02:00
SyncList.cs SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
UNetwork.cs MsgType.ObjectSpawn renamed to SpawnPrefab, ObjectSpawnScene renamed to SpawnSceneObject. Messages.ObjectSpawnMessage renamed to SpawnPrefabMessage, etc. to make it perfectly clear what the messages do in order to avoid any confusion. 2018-07-20 16:37:05 +02:00
UnityEngine.Networking.csproj NetworkMessageHandlers class removed because it was just a wrapper around a Dictionary with the added bonus of not allowing us to overwrite internal message handlers from the outside, which sucks. NetworkClient, NetworkServer, NetworkConnection all use a simple Dictionary now. 2018-07-19 20:48:37 +02:00