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chore: fix changelog merge issues (#2432)
* update removing the duplicate 1.3.0 section in the changelog (caused by PR-2383) and making sure there are no duplicate PRs in the unreleased section properly match.
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -5,6 +5,7 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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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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### Fixed
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- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
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- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
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- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
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## [1.3.0]
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### Changed
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### Fixed
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- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
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- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
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- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
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- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
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### Removed
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- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
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- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
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## [1.3.0]
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### Added
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- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
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### Changed
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- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)

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