batching reimplemented to be testable. fixes > MTU sized messages previously flushing out empty batches because the if size check is always true for > MTU sized messages, causing it to flush previous batch even if empty, causing odd empty message behaviour on server and client. (4be31ca)
changing any NetworkIdentity settings in the Inspector at runtime (like forceHidden) would call OnValidate, cleared the assetId because the prefab conection isn't known at runtime. As result, the NetworkIdentity couldn't be spawned on other clients anymore because assetId is empty. (5fd7909)
GUIConsole now shows logs in editor too. instead of only showing the empty console. (3db4234)
kcp2k V1.8: fixes empty message sending/receiving undefined behaviour and fixes IPv6 errors on Nintendo Switch (66b64f0)
NetworkServer/Client don't use Connect/DisconnectMessage anymore. fixes a bug where external connects could try sending that message causing undefined behaviour (#2577) (be42976)
SetupIDs() now detects if Editor is running. fixes a bug where changing any NetworkIdentity setting at runtime would clear the NetworkIdentity.assetId, causing respawn bugs where client would receive an empty assetId (forceHidden -> not forceHidden). (5aed823)
Telepathy V1.6. fixes data races & improves stability (#2571) (3394f75)
Features
GUIConsole from uMMORPG add component to scene, press F12 to see log console in builds (078e3c2)
NetworkIdentity.isServer/ClientOnly added. NetworkBehaviour.isServer/ClientOnly uses it. (239bc66)
NetworkServer.OnConnected allows for connectionIds < 0 now. some transports like kcp use hashing where connectionIds can easily be < 0, which previously was not allowed. (12ee96f)
kcp2k updated to V1.5. bigger send/recv window size defaults because Mirror sends a lot of data. fixes a bug where some projects would encounter ever growing latencies because kcp didn't process/send data fast enough, causing slowly growing send/recv buffers. also shows MaxSend/RecvRate in debug gui now. (b85dea5)