Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
4.6.22R
4.6.21R
- Fixed MovePosition/Rotation being unintentionally cleared with velocities (#1009, #1010).
- Fixed NetworkCollider disposing of rather than pooling some collections, resulting in garbage collection.
- Fixed NetworkTrafficStatistics initializing when disabled; this did not result in tracking but did have a neglible runtime performance impact.
- Fixed NetworkTransform.GetChanged including non-synchronized properties (#1016).
- Fixed missing error log when exceeding NetworkBehaviour limit pet NetworkObject.
- Fixed prefab searching being done recursively despite being set not to (#1005 #1015).
- Fixed ObserversRpc.BufferLast not handling ExcludeOwner (#985).
- Fixed smoothers AttachOnStop not working (#1018).
- Improved NetworkTrafficStatics uses TryGetBidirectionalNetworkTraffic rather than assume value is not null. This is to resolve a Unity bug where fields lose value during debug inspection (#1000).
- Improved added additional ProfileMarkers to PredictionManager.
- Improved NetworkTransform performance marginally (#989).
- Improved added ProfileMarkers to ClientManager, ClientObjects/.RpcLinks, NetworkTransform (#989).
- Improved Writer.WriteGuidAllocated obsoleted. Allocations have been removed; use WriteGuid instead (@belplaton).
- Improved added INetworkConnectionBroadcast interface to allow broadcast mocking (#1007).
- Added ManagedObjects.OnSpawnedAdd/Remove/Clear events (#989).
- Added Beta Threaded TickSmoothers (contribution by https://github.com/belplaton)
- Added Beta Threaded Collider Rollback (contribution by https://github.com/belplaton).
- Added ability for NetworkTrafficStatistics to run in headless builds (#1004).
4.6.20R
- Fixed NetworkObject.GraphicalObject smoother not working as clientOnly.
- Fixed replicates from clients not running on server when using Inserted prediction order.
- Fixed TimeManager simulates calling SyncTransforms on Physics2D rather than Physics2D.Simulate.
- Added NetworkTickSmoother.FavorPredictionNetworkTransform. As true this disables smoothing when the NetworkObject enables prediction, specifies a NetworkTransform to use, and that NetworkTransform is currently smoothing.
- Fixed tick smoothers interferring with NetworkTransform when EnableStateForwarding was disabled.
- Fixed Prediction.Rigidbody demo creating reconcile in OnTick rather than OnPostTick.
4.6.19R
- Fixed rigidbodies never settling on clients often resulting in very subtle shaking and excessive replicate/reconcile sends.
- Fixed WriteUnsignedPackedWhole ensuring 9 bytes rather than 10, very rarely causing out of bounds exception when writing large numbers.
- Fixed replayed replicates executing 1 tick early.
- Improved notes within CharacterControllerPrediction demo script.
- Improved upgraded internal API for Unity 6.
- Added NetworkObject.LocalReconcileCorrectionType when using physics prediction; this repairs rigidbody drifting during replays due to non-deterministic physics.
4.6.18R
- Fixed parent NetworkBehaviour finding error during serialization.
- Fixed NullReferenceException when a NetworkObject was being automatically added during serialization.
- Fixed TickSmootherController incorrectly calling OnUpdate when OnPreTick was intended, breaking smooting components.
4.6.17R
- Fixed ObjectCache collections not being initialized due to multi-threading support for Unity 6+.
4.6.16R
- Fixed Server/ClientAttribute not blocking execution when IsNetworked was set to false (#939).
- Improved added a variety of ProfilerMarkers (#976).
- Improved NetworkManager.RunInBackground now only applies when the network is active (#954).
- Fixed specified prefab folders incorrectly checking for overlapping recrusion (#986).
- Fixed DefaultPrefabObjects inconsistent asset paths related to culture specific strings (#982).
- Fixed Collection/Object caches mishandling multithreading; introduced in Unity 6+ (#984).
- Fixed NetworkObjects initializing excessively at runtime during instantiate and scene loads.
- Fixed SyncType values not resetting on client when using pooled objects.
- Fixed despawned nested NetworkObjects serializing incorrectly (#950).
- Fixed pooled objects sometimes having the incorrect position upon spawning after the first time. (#949).
- Fixed rollback time calculation for client-only when user-logic incorrectly identified as host.
- Fixed StatisticsManager and BandwidthDisplay reporting incorrectly.
- Changed local transports no longer automatically authenticate when an authenticator is present; authenticators should now handle local transports/connections. See HostAuthenticator and PasswordAuthenticator example.
- Improved renamed several files related to code generation to prevent conflicts with NGO.
- Improved PasswordAuthenticator example and comments.
- Improved HostAuthenticator comments and usage.
- Added QuaternionAutoPack to allow easy Quaterion packing levels for types, such as reconcile rotation data.
- Added MovePosition/MoveRotation to PredictionRigidbody/2D.
- Added rotationPacking option to PredictionRigidbody/2D.
4.6.16R Pre-release 1
- Fixed SyncType values not resetting on client when using pooled objects.
- Fixed despawned nested NetworkObjects serializing incorrectly (#950).
- Fixed pooled objects sometimes having the incorrect position upon spawning after the first time. (#949).
- Improved renamed several files related to code generation to prevent conflicts with NGO.
- Fixed rollback time calculation for client-only when user-logic incorrectly identified as host.
- Fixed StatisticsManager and BandwidthDisplay reporting incorrectly.
4.6.14R
- Fixed harmless duplicate DefaultPrefabObjects error.
- Fixed builds not completing due to misplaced using statement.
- Added NetworkTransform.UseScaledTime.
4.6.13R
- Fixed scenes unloading on host when other clients were still loading the scene.
- Fixed NetworkTransform incorrectly marking very small movements as sent #930.
- Fixed NetworkTrafficStatistics NullReferenceException affecting users perhaps with invalid Library caches #963.
- Fixed predicted spawning Ids being added twice for clientHost #933.
- Fixed IsKinematic not being applied from RigidbodyState/2D #960
- Fixed codegen failing prediction method generation related to assembly definitions #962.
- Fixed space introduced within links in commented code #964.
- Added PredictionManager.ReduceReconcilesWithFramerate.
- Added PredictoinManager.MinimumClientReconcileFramerate.
- Added detection for duplicate DefaultPrefabObject collections.
- Added implicit operator for NetworkBahviour to NetworkObjet #967.