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feat: (DONT SQUASH) adding event for when player has finished loading scene #919
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feat: adding event for when player has finished loading scene
feat: (DONT SQUASH) adding event for when player has finished loading scene
Sep 6, 2021
BREAKING CHANGE: NetworkPlayer.RemoveObservers renamed to RemoveAllVisibleObjects
BREAKING CHANGE: Renaming NotReadyMessage to SceneNotReadyMessage
BREAKING CHANGE: Removing ReadyMessage, Use SceneReadyMessage instead
BREAKING CHANGE: Renaming SceneObjectManager.SetClientReady to SpawnVisibleObjects
BREAKING CHANGE: moving SetAllClientsNotReady and SetClientNotReady from ServerObjectManager to NetworkSceneManager
Adding event that is called when a client replies with Scene Ready
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adding property that checks if Identity is set on networkplayer
Would throw null ref is previousCharacter was null. now throw InvalidOperationException with helpful message instead
When a player first connects it is now assumed that they are in a ready scene. NetworkSceneManager will set them to not ready if it has any scenes to load. Spawning Visible objects will still wait for a character to be added before spawning. BREAKING CHANGE: NetworkPlayer.SceneIsReady now default to true
BREAKING CHANGE: NetworkServerManager.OnServerAuthenticated is now protected instead of public
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Kudos, SonarCloud Quality Gate passed! |
🎉 This PR is included in version 104.0.0 🎉 The release is available on GitHub release Your semantic-release bot 📦🚀 |
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BREAKING CHANGE: