Tags: FirstGearGames/FishNet
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4.6.4 - Fixed NetworkBehaviour template paths not working properly for package manager releases (#858, #859). - Improved debug output on Validate Rpc Lengths. - Fixed MethodAccessException from codegen failing to change ReplicateDataContainer from Internal to Public. - Fixed yet another incorrect using being automatically added by Jetbrains rider.
4.6.3 - Fixed Beta SyncList NullReferenceException error (#850). - Improved List and Dictionary collection readers now take collections from caches first. - Fixed NetworkTransform setting Rigidbody/2D interpolation to none on owners. - Fixed server configuring NetworkTransform before there was an owner. - Added PreciseTick(uint) constructor to generate a PreciseTick with 0 subtick value. - Fixed ReadPayload data corruption (#855). - Improved DebugManager inspector. - Fixed UniversalTickSmoother conditionally providing excessively large adaptive interpolation values. - Added Reader.ReadStringAllocated. - Obsoleted Reader.ReadString. - Added DebugManager Validate Rpc Lengths to verify RPCs potentially corrupting data. - Added SceneProcessorBase.GetLastLoadedScene. - Fixed OnStopNetwork incorrectly invoking on clientHost when object despawned for client but not yet on server. - Added New NetworkBehaviour template menu under Fish-Networking > Configuratoin, thanks Rain1950! (#851).
4.6.2 - Improved ReplicateState changes are now beta and can be toggled via Fish-Networking menu. - Improved RigidbodyPauser, you can now specify which Rigidbodies to use manually. - Fixed harmless error in NetworkTickSmoother, null reference exception, when exiting play mode in Unity. - Fixed ReplicateState.FastContains returning incorrectly.
4.5.8 - Fixed memory leak in ObserverConditions when using pooling. - Fixed memory leak in ObserverConditions when destroying objects as clientHost before client-side deinitialized the object. - Improved notes on a ReplicateState enum value. - Improved error logging for SyncTypes.
4.5.7 - Fixed TimeManager.TimePassed negative time comparison (#829). - Added Transport.GetPacketLoss. Only some transports support this feature. - Added Tugboat.GetPacketLoss(bool). - Added Server/ClientAttribute.UseIsStarted to force using IsServer/ClientStarted instead of Initialized. - Fixed conditional NullReferenceException on clientHost when NetworkObserver deinitialized OnDestroy (#812). - Renamed SceneManager.MoveClientHostObjects to MoveClientObjects. - Changed SceneManager.MoveClientObjects now also applies to ClientOnly. - Fixed NullReferenceExceptions on clientHost when rapidly spawning while changing scenes. - Improved removed unnecessary logging for clientHost. - Fixed NetworkObject NullReferenceException during OnDestroy when nested. - Improved sending reconciles on Channel.Reliable now forces them through regardless if replicates run recently. - Fixed Unity bug IL2CPP build crash for RPCs in generic classes. This is a limited work-around; for proper resolution use Unity 2022 or higher. - Fixed OnServerDespawn not invoking via observer builds (thanks gooby!). - Fixed math on Quaterion.Subtract extension. - Fixed RigidbodyPauser unpausing to kinematic states when another Pauser made kinematic. This bug mostly affected OfflineRigidbody. - Fixed invalid read size error when reader deserializers a null list (#837). - Fixed ChildTransformTickSmoother graphics not moving with target when starting as clientHost then disconnecting client. - Fixed ChildTransformTickSmoother moving to incorrect values when graphicalObject had an offset and when using adaptive interpolation. - Fixed replicates not running default data when data was queued but interpolation was not met yet. - Fixed preferred scenes not being set as active scene when SceneManager.SetActiveScene is false (#838). - Fixed NetworkManager reference being null on reconcile and replicate readers, resulting in possible errors when reading types dependent on a NetworkManager. - Fixed harmless NullReferenceException caused by ChildTransformTickSmoother when exiting play/application (#818). - Fixed harmless Multipass Id not found error in Multipass when subsequentially starting server, client, then stopping server (#828). - Improved performance slightly while in development mode when clients disconnect. - Updated Edgegap to 3.0.9. - Added CharacterController prediction demo, featuring: sprint, jumping, stamina, moving platforms, parenting. - Added Rigidbody prediction demo, featuring: NetworkTrigger pickup, speed boost, predicting multiple rigidbodies.
4.5.6 - Obsoleted PooledWriter.ResetState in favor of Store/Length. - Obsoleted PooledReader.ResetState in favor of Store. - Obsoleted Writer.Reset in favor of Clear. - Added Writer.Clear. - Fixed rare chance of writer corruption due to a writer being stored rather than cleared. - Obsoleted TransformProperties.LocalScale in favor of Scale. - Added Writer.WriteTransformProperties. - Added Reader.ReadTransformProperties. - Removed types no longer used by Mirror in MirrorUpgrade. - Added BandwidthDisplay.SecondsAveraged to provide better averages over time. - Added NetworkObject.IsTakingOwnership QOL. - Added Quaterions.Subtract/Add extensions. - Changed Beta prediction code moved into stable. - Added Resettable/RingBuffer.Enqueue. - Added Resettable/RingBuffer.Dequeue. - Added Resettable/RingBuffer.TryDequeue. - Improved ResettableRingBuffer.Add now returns replaced entries. - Improved ResettableRingBuffer.Add/RemoveRange now have ability to specify resetting replaced or cleared. - Changed failed predicted spawns are now destroyed on the server rather than optionally pooled. This will be restored at a later date. - Fixed predicted spawns becoming corrupt on spawner (#815, #801). - Improved performance slightly on TickNetworkBehaviour when manually changing subscriptions.
4.5.5 - Fixed DistanceCondition.MaximumDistance not applying properly when set at runtime (#809). - Obsoleted DistanceCondition.MaximumDistance. - Added DistanceCondition.Get/SetMaximumDistance. - Fixed predicted spawners not becoming an observer of the object they spawned. - Fixed internals trying to call prediction methods on NetworkBehaviours when they do not utilize prediction when at least one NetworkBehaviour for the NetworkObject does. - Fixed SyncTimers finishing immediately on clientsOnly when using timer.Update without arguments. (#807). - Added TickNetworkBehaviour.SetTickCallbacks to set callbacks at runtime.
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