Tags: heathen-engineering/FishNet
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1.5.6 - Fixed index out of range on WriteList/Array. - Fixed unreliable SyncTypes not working. - Fixed callbacks executing out of order sometimes when spawning and despawning an object on the same tick. - Fixed PredictedObject not subscribing to events OnEnable after unsubscribing when the user disables the object. - Fixed PasswordAuthenticator example kicking client before sending the broadcast. - Improved delayed disconnects are now handled internally rather than by the transport, such as when stopping a connection with a delay so messages complete. - Added OnPhysicsSimulation to TimeManager to know when physics will simulate. - Fixed ParseTimingUpdate incorrectly adjusting client timing. - Fixed invalid IL in prediction methods under unique circumstances.
1.5.4 - Improved CodegenExclude attribute now works on static methods which may be interpreted as serializers. - Added experimental NetworkTransform.OnDataReceived, giving developers an opportunity to manipulate received transform data. - Added experimental NetworkTransform.SetSynchronizedProperties, to change what properties are synchronized at runtime.
1.5.3 - Added more ServerObjects.RebuildObserver option. - Fixed PredictedObject sometimes calling the smooth method twice in a single update. - Added Transport.SetTimeout. Note, not all transports will use this feature. - Added extra error handling to Broadcast for when delegates are not unregistered. - Fixed PredictedObject often sending data too frequently for rigidbodies that have not updated. - Added made List and Array Reader/Writer methods available to developers. - Added new DefaultPrefabObjects system. The new system is faster with more settings. See Fish-Networking > Configuration menu. - Added checks in codegen to prevent async RPC methods. - Fixed PredictedObject smoothing speeds being calculated incorrectly. - Fixed objects not despawning with certain conditions when removing ownership. - Patched objects not being destroyed on clientHost when the object is spawned and despawned on server before the packet arrives on client. Note: client callbacks do not behave properly in these situations until this is properly fixed. - Fixed server rarely throwing errors when client would send data to a despawned NetworkObject. - Added PredictedObject.Get/SetSmoothTicks. - Fixed IL initialization error when a type was being used as an array and singular as a SyncVar. - Improved server and client no longer process received data on deinitialized objects; the data is instead discarded.
1.5.2.P1 - Added new DefaultPrefabObjects system. The new system is faster with more settings. See Fish-Networking > Configuration menu. - Added checks in codegen to prevent async RPC methods. - Fixed PredictedObject smoothing speeds being calculated incorrectly. - Fixed objects not despawning with certain conditions when removing ownership. - Patched objects not being destroyed on clientHost when the object is spawned and despawned on server before the packet arrives on client. Note: client callbacks do not behave properly in these situations until this is properly fixed. - Fixed server rarely throwing errors when client would send data to a despawned NetworkObject. - Added PredictedObject.Get/SetSmoothTicks. - Fixed IL initialization error when a type was being used as an array and singular as a SyncVar. - Improved server and client no longer process received data on deinitialized objects; the data is instead discarded.
1.5.0 - Added Transform to serializable types. - Improved tidied prediction example scenes, prefabs, and scripts to use new PredictedObject. - Added NetworkTransform.Interval to reduce how often NetworkTransform sends (experimental). - Fixed SyncVar.OnChange not supporting array types. - Fixed UnitySceneManager.sceneUnloaded not being unregistered. - Improved TimeManager no longer runs ticks or associated events when network is not active. - Fixed NetworkTransform sending too often. - Removed NetworkAnimator null animator warning. - Added automatic parent synchronization when spawning objects. - Obsoleted NetworkBehaviour/NetworkObject.Deinitializing. Use IsDeinitializing instead. - Obsoleted NetworkObject.SceneObject. Use IsSceneObject instead. - Added several checks and warnings when attempting to move objects over scenes. - Changed some internals to not use obsoleted. - Improvement prevented server from initializing a connection if user disconnected the connection through OnRemoteConnectionState. - Improved PredictedObject to perform functions of all predicted helpers. - Added PredictedObject ability to smooth at any tick rate. - Added PredictedObject will now configure specified NetworkTransform.
1.4.9 - Added NetworkTransform.Interval to reduce how often NetworkTransform sends (experimental). - Fixed SyncVar.OnChange not supporting array types. - Fixed UnitySceneManager.sceneUnloaded not being unregistered. - Improved TimeManager no longer runs ticks or associated events when network is not active. - Fixed NetworkTransform sending too often. - Removed NetworkAnimator null animator warning. - Added automatic parent synchronization when spawning objects. - Obsoleted NetworkBehaviour/NetworkObject.Deinitializing. Use IsDeinitializing instead. - Obsoleted NetworkObject.SceneObject. Use IsSceneObject instead. - Added several checks and warnings when attempting to move objects over scenes. - Changed some internals to not use obsoleted. - Improvement prevented server from initializing a connection if user disconnected the connection through OnRemoteConnectionState. - Improved PredictedObject to perform functions of all predicted helpers. - Added PredictedObject ability to smooth at any tick rate. - Added PredictedObject will now configure specified NetworkTransform.
1.4.8 - Changed several ListCaches types now use GetXXXXCache/StoreCache instead of accessing the ListCache directly. - Improved timed conditions automatic scaling feature. - Fixed NetworkTransform sometimes changing a transforms property even when it was not intended to be synchronized. - Fixed NetworkTransform synchronize parent feature. - Fixed NetworkTransform snapping settings not working under certain conditions. - Fixed NetworkTransform not synchronizing initial values when on a child component. - Added NetworkManager.Initialize to know when it's initialized versus being destroyed. - Fixed DefaultScene null reference exceptions in relation to destroyed NetworkManagers. - Fixed Awake base calls not working when Awake was not overriden. - Fixed RunLocally on ServerRpc blocking execution from any client which was not host. - Fixed MatchCondition - Improved NetworkConnection.Equals now uses ClientId. - Fixed scene objects being initialized even with IsNetworked disabled. - Added code analysis to force base calls. - Fixed SyncObject AddOperation and initialization checks.
Merge branch 'main' of https://github.com/FirstGearGames/FishNet
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