Mirror/Unity-Technologies-networking/Runtime
2018-07-21 15:38:53 +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 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
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 SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
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 NetworkIdentity.UNetUpdate: component serialization size check moved to OnSerializeSafely so that it happens for both calling functions (UNetSerializeAllVars and UNetUpdate). Also simplifies UNetUpdate code and removes dependency on NetworkWriter.Position. 2018-07-21 15:38:53 +02:00
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 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
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 SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
NetworkTransform.cs SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +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