Mirror/docs/General/ChangeLog.md
MrGadget 953cd8f762 Update ChangeLog.md (#525)
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2019-03-02 20:56:08 +01:00

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Change Log

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: Lobby Manager and Lobby Player 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
  • 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)
  • Changed: Minimum Unity version: 2018.3.6

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)