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Properties
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
ClientScene.cs
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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.
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2018-07-20 16:37:05 +02:00 |
CustomAttributes.cs
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
DotNetCompatibility.cs
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
LocalClient.cs
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UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code.
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2018-07-19 21:03:00 +02:00 |
LocalConnections.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
LogFilter.cs
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LogFilter.Fatal level removed because it wasn't used anywhere and Debug/Warn/Error are more than enough anyway.
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2018-07-19 11:34:49 +02:00 |
Messages.cs
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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.
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2018-07-20 16:37:05 +02:00 |
NetworkAnimator.cs
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UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code.
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2018-07-19 21:03:00 +02:00 |
NetworkBehaviour.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
NetworkClient.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
NetworkConnection.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
NetworkDiscovery.cs
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NetworkDiscovery.OnGUI improved. Uses GUILayout now instead of manually spacing y.
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2018-07-20 11:16:00 +02:00 |
NetworkHash128.cs
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NetworkHash128: fixed missing ) in comment
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2018-07-16 15:49:13 +02:00 |
NetworkIdentity.cs
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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.
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2018-07-21 15:38:53 +02:00 |
NetworkInstanceId.cs
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
NetworkManager.cs
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UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code.
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2018-07-19 21:03:00 +02:00 |
NetworkManagerHUD.cs
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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.
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2018-07-20 11:09:24 +02:00 |
NetworkProximityChecker.cs
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NetworkProximityChecker: syntax improved to simplify code
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2018-06-22 09:32:19 +02:00 |
NetworkReader.cs
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No point for ReadSByte() to use reader.ReadByte() with a cast
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2018-07-17 19:16:38 +00:00 |
NetworkScene.cs
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Removed spaces
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2018-06-28 14:46:19 +02:00 |
NetworkSceneId.cs
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
NetworkServer.cs
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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.
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2018-07-20 16:37:05 +02:00 |
NetworkStartPosition.cs
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
NetworkTranformChild.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
NetworkTransform.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
NetworkTransformVisualizer.cs
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
NetworkWriter.cs
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NetworkWriter.FinishMessage size check added to make sure that it fits into ushort
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2018-06-22 09:32:19 +02:00 |
PlayerController.cs
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PlayerController.kMaxLocalPlayers removed because it wasn't used anywhere
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2018-07-19 15:20:15 +02:00 |
SyncList.cs
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
UNetwork.cs
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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.
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2018-07-20 16:37:05 +02:00 |
UnityEngine.Networking.csproj
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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.
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2018-07-19 20:48:37 +02:00 |