mirror of
https://github.com/MirrorNetworking/Mirror.git
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75 lines
4.0 KiB
Markdown
75 lines
4.0 KiB
Markdown
# Change Log
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## Version 1.7 -- In Progress
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- Added: Semantic Versioning
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- Added: SyncDictionary...SyncHashSet coming soon™
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- Fixed: Host should not call Disconnect on transports
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- Fixed: Pong example updated
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- Changed: Movement example replaced with Tank example
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- Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete.
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- Removed: SyncListSTRUCT - Use SyncList instead.
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## Version 1.6 -- 2019-Mar-14
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- Fixed: Websockets transport moved to Mirror.Websocket namespace
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- Fixed: NetworkAnimator bandwidth abuse
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- Fixed: NetworkAnimator float sync bug
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- Fixed: Persistent SceneID's for Networked objects
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- Changed: Documentation for [Transports](../Transports)
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- Changed: Weaver is now full source...FINALLY!
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- Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage`
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- Changed: NetworkManager -- Headless Auto-Start moved to `Start()` from `Awake()`
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- Changed: Removed Message ID's for all messages - See [Network Messages](../Concepts/Communications/NetworkMessages) for details
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- Message IDs are now generated automatically based on the message name.
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- Previously you would call Send(MyMessage.MsgId, message), now you call Send(message)
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- Removed: Documentation for Groove Transport - use Websockets Transport instead
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## Version 1.5 -- 2019-Mar-01
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- Added: **Migration Tool** to (mostly) automate conversion from UNet
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- Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI
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- Added: Transport Multiplexer - allows the use of multiple concurrent transports
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- Added: NetworkLobbyManager and NetworkLobbyPlayer with example game
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- Added: Configurable Server Tickrate in NetworkManager
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- Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed
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- Added: Unit tests for Weaver
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- Fixed: Garbage allocations removed from a lot of things (more work to do, we know)
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- Fixed: NetworkProximityChecker now uses OverlapSphereNonAlloc and OverlapCircleNonAlloc
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- Fixed: SyncVar hook not firing when clients joined
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- Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings
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- Fixed: NetworkAnimator no longer lmited to 6 variables
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- Fixed: TelepathyTransport delivering messages when disabled
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- Changed: Minimum Unity version: **2018.3.6**
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- Removed: SceneAttribute.cs (merged to CustomAttributes.cs)
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- Removed: NetworkClient.allClients (Use NetworkClient.singleton instead)
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- Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI)
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- Removed: NetworkConnection.isConnected (NetworkConnection is always connected)
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- Removed: Transport.GetConnectionInfo (Use ServerGetClientAddress instead)
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## Version 1.4 -- 2019-Feb-01
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- Added: HelpURL attirbutes to components
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- Added: Automatic targetFramerate for headless builds
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- Added: ByteMessage to Messages class
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- Fixed: Connectiing state can be cancelled properly
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- Fixed: NetworkTransformBase interpolation applied to client's own object
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- Fixed: Objects are spawned with correct rotation
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- Fixed: SceneId assignment
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- Fixed: Changed syncInterval wasn't saved...it is now
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- Fixed: Additive Scene loading
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- Changed: **Mirror is now full source** -- no more DLL's
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- Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam
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- Changed: Transport class now dispatches Unity Events
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- Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now
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- Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now
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- Changed: NetworkServer.SendToReady uses NetworkIdentity now
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- Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now
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- Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now
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- Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now
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- Changed: NetworkTransform reimplemented -- physics removed, code simplified
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- Removed: NetworkClient.hostPort (port is handled at Transport level)
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- Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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- Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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