2.4.4
Note: this changelog contains updates from several non-store releases.
- Fixed ReadBytesAllocated using a pooled byte array resulting as incorrect byte array lengths.
- Improved some XML documentation (typos).
- Fixed unrelated NetworkObjects not initializing client-side while receiving irregular spawn conditions.
- Improved CodeAnalysis features to allow custom feedback on produced errors.
- Improved TransportManager.GetTransport now returns T.
- Improved Multipass.GetTransport now returns T.
- Fixed NetworkConnection.Disconnect(false) causing queued packets to not be delivered.
- Fixed CharacterController prediction example player prefab missing the NetworkTransform component.
- Reader.ReadList now returns -1 for a null read instead of 0, and can optionally null the referenced collection.
- Added TargetRpc.ValidateTarget to optionally exclude validating targeted connection.
- Added debug view, NetworkObject.EditorOwnerId.
- Fixed RebuildObservers not utilizing collection count properly.
- Added NetworkConnection.LastPacketTick to store the tick of the last packet received from the connection.
- Improved PredictedObject accuracy.
- Obsoleted TimeManager.OnPhysicsSimulation.
- Added TimeManager.OnPrePhysicsSimulation.
- Added TimeManager.OnPostPhysicsSimulation.
- Improved TimeManager.RoundTripTime XML.
- Added PingDisplay.HideTickRate.
- Changed NetworkTransform and NetworkAnimator are now sealed.
- Fixed OfflineRigidbody not working for 2D objects.
- Added RigidbodyPauser to pause and resume rigidbody states.
- Added HostAuthenticator example. PasswordAuthenticator now inherits from this component.