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chore: update changelog for 1.1 (#2264)
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -7,23 +7,11 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [Unreleased]
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### Added
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- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261)
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### Changed
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### Fixed
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- 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)
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## [1.1.0] - 2022-10-19
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## [1.1.0] - 2022-10-21
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### Added
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- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261)
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- `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)
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- IPv6 is now supported for direct connections when using `UnityTransport`. (#2232)
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- 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
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### Fixed
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- 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)
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- Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
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- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
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- Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)

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