Mirror/Unity-Technologies-networking/Runtime
Paul Pacheco d3f23f7f04 Merged in paulpach/hlapi-community-edition-lag/reset2 (pull request #22)
Properly reset scene gameobjects when we receive OnObjectSpawnScene
2018-06-29 08:44:29 +00:00
..
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
ChannelBuffer.cs simplify fragmentation by using the new WriteBytesAndSize method 2018-06-22 09:32:19 +02:00
ChannelPacket.cs ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code 2018-06-22 09:32:19 +02:00
ClientScene.cs Properly reset scene gameobjects when we receive OnObjectSpawnScene 2018-06-28 19:05:20 -05:00
ConnectionArray.cs ConnectionArray: syntax improved to simplify code 2018-06-22 09:32:19 +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 NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code. 2018-06-22 20:34:35 +02:00
LocalConnections.cs NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code. 2018-06-22 20:34:35 +02:00
LogFilter.cs LogFilter: removed redundant log level definitions 2018-06-22 09:32:19 +02:00
Messages.cs Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway) 2018-06-22 09:32:19 +02:00
NetworkAnimator.cs NetworkAnimator: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
NetworkBehaviour.cs NetworkBehaviour.InvokeCommandDelegate 'IsInstanceOfType' comments added 2018-06-29 10:37:04 +02:00
NetworkClient.cs NetworkClient.UpdateClients: remove null clients first, then update valid clients. Fixes a bug where if a client was removed, the next one would be skipped. 2018-06-26 12:09:04 +02:00
NetworkConnection.cs NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors 2018-06-22 09:32:19 +02:00
NetworkCRC.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
NetworkDiscovery.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
NetworkHash128.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
NetworkIdentity.cs NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code. 2018-06-22 20:34:35 +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
NetworkLobbyManager.cs NetworkLobbyManager.FindSlot changed to int so it can return '-1' for 'not found', which is more obvious than Byte.MaxValue 2018-06-22 09:32:19 +02:00
NetworkLobbyPlayer.cs NetworkLobbyPlayer: removed pointless 'dirty' flag writing since it's always '1' anyway 2018-06-22 09:32:19 +02:00
NetworkManager.cs Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway) 2018-06-22 09:32:19 +02:00
NetworkManagerHUD.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
NetworkMessageHandlers.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
NetworkProximityChecker.cs NetworkProximityChecker: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
NetworkReader.cs NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors 2018-06-22 09:32:19 +02:00
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 NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code. 2018-06-22 20:34:35 +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 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
NetworkTransform.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
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 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
SyncList.cs SyncList: removed Obsolete functions 2018-06-22 09:32:19 +02:00
UNetwork.cs Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway) 2018-06-22 09:32:19 +02:00
UnityEngine.Networking.csproj Fixed debug build 2018-06-24 09:45:41 -05:00