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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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SyncList uses SyncListMessage to reduce dependencies on SendBytes
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2018-07-26 21:07:34 +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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NetworkConnection.SendBytes is now protected so that outside classes can't send random bytes to the client anymore. This is better & safer design and allows us to remove the redundant SendBytesToReady function
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2018-07-26 21:09:59 +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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SyncList uses SyncListMessage to reduce dependencies on SendBytes
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2018-07-26 21:07:34 +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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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.
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2018-07-26 20:09:51 +02:00 |
NetworkClient.cs
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NetworkConnection.SendBytes is now protected so that outside classes can't send random bytes to the client anymore. This is better & safer design and allows us to remove the redundant SendBytesToReady function
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2018-07-26 21:09:59 +02:00 |
NetworkConnection.cs
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NetworkConnection.SendBytes is now protected so that outside classes can't send random bytes to the client anymore. This is better & safer design and allows us to remove the redundant SendBytesToReady function
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2018-07-26 21:09:59 +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 uses UpdateVarsMessage to reduce depencies on SendBytes
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2018-07-26 20:30:47 +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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NetworkConnection.SendBytes is now protected so that outside classes can't send random bytes to the client anymore. This is better & safer design and allows us to remove the redundant SendBytesToReady function
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2018-07-26 21:09:59 +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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NetworkTransformChild uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes.
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2018-07-25 18:23:30 +02:00 |
NetworkTransform.cs
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NetworkTransform uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes.
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2018-07-25 18:26:35 +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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SyncList uses SyncListMessage to reduce dependencies on SendBytes
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2018-07-26 21:07:34 +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 |