Mirror/Unity-Technologies-networking/Runtime
2018-08-06 20:16:49 +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 SyncList uses SyncListMessage to reduce dependencies on SendBytes 2018-07-26 21:07:34 +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.Protocol handles message packing and unpacking in one place now, so that we don't construct/deconstruct size/type headers manually everywhere. This way we can change the header any time without worrying about missing it somewhere. 2018-08-06 18:50:11 +02:00
LocalConnections.cs LocalConnections: removed redundant functions. no need to overwrite SendByChannel, as NetworkConnection.SendByChannel calls SendBytes anyway. Also removed NetworkServer.InvokeHandler since it's not needed anymore. InvokeBytes is the way to go. 2018-08-06 12:36:02 +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 SyncList uses SyncListMessage to reduce dependencies on SendBytes 2018-07-26 21:07:34 +02:00
NetworkAnimator.cs NetworkAnimator: removed NetworkWriter caching to reduce dependencies on NetworkWriter.SeekZero 2018-08-06 14:55:10 +02:00
NetworkBehaviour.cs Weaver SyncEvent code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendEventInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. 2018-07-26 20:09:51 +02:00
NetworkClient.cs Removed NetworkClient.m_MsgReader because it wasn't used anymore 2018-08-06 20:16:49 +02:00
NetworkConnection.cs UNetwork.Protocol handles message packing and unpacking in one place now, so that we don't construct/deconstruct size/type headers manually everywhere. This way we can change the header any time without worrying about missing it somewhere. 2018-08-06 18:50:11 +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 Fix #11, clear dirty bits only during synchronization, not during spawn (#12) 2018-08-04 15:50:59 +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 NetworkManager: removed some unnecessary empty white spaces 2018-08-06 15:20:16 +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 UNetwork.Protocol handles message packing and unpacking in one place now, so that we don't construct/deconstruct size/type headers manually everywhere. This way we can change the header any time without worrying about missing it somewhere. 2018-08-06 18:50:11 +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.SeekZero/StartMessage/FinishMessage removed because they aren't needed anymore after protocol update 2018-08-06 18:53:24 +02:00
PlayerController.cs PlayerController.kMaxLocalPlayers removed because it wasn't used anywhere 2018-07-19 15:20:15 +02:00
SyncList.cs SyncList uses SyncListMessage to reduce dependencies on SendBytes 2018-07-26 21:07:34 +02:00
UNetwork.cs UNetwork.Protocol handles message packing and unpacking in one place now, so that we don't construct/deconstruct size/type headers manually everywhere. This way we can change the header any time without worrying about missing it somewhere. 2018-08-06 18:50:11 +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