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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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ClientScene: removed GetPlayerController function because it wasn't used anywhere and it was internal, hence couldn't be used in any project either.
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2018-07-19 11:31:44 +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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ChannelBuffer/ChannelPacket/PacketStat/GetStatsInOut/ChannelOption removed because ChanneLBuffer's job was to: buffer packets and only send them every now and then to save bandwidth, to handle fragmentation, and to handle resending reliable messages. NetworkTransport already takes care of all of that in the newer versions, e.g. with ConnectionConfig.SendDelay, so none of it is needed anymore.
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2018-07-17 23:23:06 +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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Messages: removed OverrideTransformMessages because it wasn't used anywhere
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2018-07-19 11:36:57 +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.GetInvokerForHash parameter syntax simplified
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2018-07-19 11:38:39 +02:00 |
NetworkClient.cs
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ChannelBuffer/ChannelPacket/PacketStat/GetStatsInOut/ChannelOption removed because ChanneLBuffer's job was to: buffer packets and only send them every now and then to save bandwidth, to handle fragmentation, and to handle resending reliable messages. NetworkTransport already takes care of all of that in the newer versions, e.g. with ConnectionConfig.SendDelay, so none of it is needed anymore.
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2018-07-17 23:23:06 +02:00 |
NetworkConnection.cs
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NetworkConnection: forgot to remove s_MaxPacketStats
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2018-07-18 10:45:17 +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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Clean warnings
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2018-07-18 07:52:43 -05:00 |
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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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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ChannelBuffer/ChannelPacket/PacketStat/GetStatsInOut/ChannelOption removed because ChanneLBuffer's job was to: buffer packets and only send them every now and then to save bandwidth, to handle fragmentation, and to handle resending reliable messages. NetworkTransport already takes care of all of that in the newer versions, e.g. with ConnectionConfig.SendDelay, so none of it is needed anymore.
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2018-07-17 23:23:06 +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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ChannelBuffer/ChannelPacket/PacketStat/GetStatsInOut/ChannelOption removed because ChanneLBuffer's job was to: buffer packets and only send them every now and then to save bandwidth, to handle fragmentation, and to handle resending reliable messages. NetworkTransport already takes care of all of that in the newer versions, e.g. with ConnectionConfig.SendDelay, so none of it is needed anymore.
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2018-07-17 23:23:06 +02:00 |
UnityEngine.Networking.csproj
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Removed ConnectionArray class because it wasn't used anywhere.
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2018-07-19 11:31:44 +02:00 |