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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 |
ChannelBuffer.cs
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simplify fragmentation by using the new WriteBytesAndSize method
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2018-06-22 09:32:19 +02:00 |
ChannelPacket.cs
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ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code
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2018-06-22 09:32:19 +02:00 |
ClientScene.cs
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Merged in paulpach/hlapi-community-edition-lag/simpleready (pull request #21)
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2018-07-03 17:21:07 +00:00 |
ConnectionArray.cs
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ConnectionArray: syntax improved to simplify code
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2018-06-22 09:32:19 +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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NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
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2018-06-22 20:34:35 +02:00 |
LocalConnections.cs
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NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
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2018-06-22 20:34:35 +02:00 |
LogFilter.cs
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LogFilter: removed redundant log level definitions
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2018-06-22 09:32:19 +02:00 |
Messages.cs
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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +02:00 |
NetworkAnimator.cs
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NetworkAnimator: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
NetworkBehaviour.cs
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NetworkBehaviour.InvokeCommandDelegate 'IsInstanceOfType' comments added
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2018-06-29 10:37:04 +02:00 |
NetworkClient.cs
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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +02:00 |
NetworkConnection.cs
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NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
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2018-06-22 09:32:19 +02:00 |
NetworkDiscovery.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 |
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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NetworkHash128 simplified and comments added
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2018-07-16 15:24:24 +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 |
NetworkLobbyManager.cs
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NetworkLobbyManager.FindSlot changed to int so it can return '-1' for 'not found', which is more obvious than Byte.MaxValue
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2018-06-22 09:32:19 +02:00 |
NetworkLobbyPlayer.cs
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NetworkLobbyPlayer: removed pointless 'dirty' flag writing since it's always '1' anyway
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2018-06-22 09:32:19 +02:00 |
NetworkManager.cs
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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +02:00 |
NetworkManagerHUD.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 |
NetworkMessageHandlers.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 |
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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NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
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2018-06-22 09:32:19 +02:00 |
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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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +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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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 |
NetworkTransform.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 |
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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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 |
SyncList.cs
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SyncList: removed Obsolete functions
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2018-06-22 09:32:19 +02:00 |
UNetwork.cs
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Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
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2018-06-22 09:32:19 +02:00 |
UnityEngine.Networking.csproj
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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +02:00 |