From e1d57e20a3128e8f358dd6790d26bf2317cbbf29 Mon Sep 17 00:00:00 2001 From: ashwinimurt Date: Tue, 18 Oct 2022 08:28:14 -0700 Subject: [PATCH] chore: update changelog for 1.1 --- com.unity.netcode.gameobjects/CHANGELOG.md | 17 +++-------------- 1 file changed, 3 insertions(+), 14 deletions(-) diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 1c7ad71184..3acbe8c62c 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -7,23 +7,11 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). -## [Unreleased] - -### Added -- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - -### Changed - - -### Fixed - -- Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - - -## [1.1.0] - 2022-10-19 +## [1.1.0] - 2022-10-21 ### Added +- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) @@ -41,6 +29,7 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Fixed +- Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)