Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
Release list
2.4.5hf0
- Changed PredictedObject to resolve Unity issue resulting in frame rate loss on clients when using stacked scenes.
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.
2.3.14
- Break to enforce execution order reliability base.IsOwner may no longer be used within OnStartNetwork. Use base.Owner.IsLocalClient instead.
2.3.13
- Fixed PredictedObject smoothing change being reverted in an earlier release.
- Fixed objects not spawning on clients when instantiated in OnStartServer while the client was also being added to a scene.
- Fixed nested NetworkObjects sometimes attempting to rebuild observers before it's parent NetworkObject was rebuilt.
2.3.12
- Fixed circumstancial memory leak for clientHost player when using client-side prediction.
- Improved OnPreReconcile/OnPostReconcile now invoke even as host.
- Fixed SyncTypes sometimes returning incorrect results when referencing networked objects being spawned the same tick.
- Fixed errors when instantiating network objects under scene objects before the scene had been network processed.
- Fixed duplicate key error when using inherited scripts with SyncTypes over multiple assemblies.
- Added Tugboat.SetPacketLayer for LiteNetLib.
2.3.11hf0
(WARNING) This update requires a clean install of Fish-Networking when performed through the git.
- Added FishNet to the components menu.
- Added SceneManager.LightProbeUpdating option for how light probes are updated after scene changes.
- Changed updated LiteNetLib.
- Added ObserverManager and NetworkObserver.SetUpdateHostVisibility.
- Improved exposed NetworkObject.SetRenderersVisible(bool, bool).
- Added code stripping technique options: Redirect(default), and Empty.
- Added latency simulation to the TransportManager.
- Improved renamed Transform.cs files to Transforms.cs.
- Added NetworkTransform.SetSynchronizePosition/Rotation/Scale.
- Added NetworkTransform.SetPosition/Rotation/ScaleSnapping(SnappedAxes).
- Improved PredictedObject now sends kinematic/simulated state.
- Fixed manually refreshing default prefabs now overrides enabled setting for default prefabs.
- Fixed NullReferenceException as clientHost when an object was despawned while having a passing timed condition.
2.3.10
- Added DefaultScene.SetOnlineScene/SetOfflineScene.
- Improved error messages when DefaultPrefabObjects is unable to serialize prefabs.
2.3.9
Note: this is a collective changelog from the past 23x experimental versions.
- Added several new abilities to nested NetworkObjects, see Nested NetworkObjects in documentation for more information.
- Fixed 'Added Fish-Networking defines to player settings' message displaying on every Editor launch for free users.
- Changed NetworkBehaviour/Object.IsOwner will no longer return false in OnNetworkStart as host.
- Improved lag compensation accuracy and consistency.
- Improved NetworkHudCanvases to deselect canvas when pressed.
- Fixed renderers being visible for clientHost if they were not an observer at the start.
- Improved MatchCondition XML.
- Improved DefaultPrefabObjects are always fully refreshed when the project opens, and when FishNet updates are imported.
- Improved DefaultPrefabObjects are now sorted at runtime to reduce likeliness of out of order prefabIds.
- Fixed scene NetworkObjects sometimes having their callbacks run before OnActiveSceneSet invoked.
- Added DirtyAll to SyncList, SyncHashSet, SyncDictionary. DirtyAll will force a full write.
- Added SyncHashSet.Dirty(T) to dirty an existing HashSet entry.
- Added SyncHashSetOperation.Update, which indicates an existing HashSet entry has been updated.
- Added OfflineRigidbody to prevent offline rigidbodies from desynchronizing when using client-side prediction.
- Fixed NetworkTransform sometimes sending an empty update after the object is enabled after being disabled, while using client authority.
- Fixed OnInterpolationComplete not invoking for free users.
- Improved NetworkTransform to discard it's buffer when the buffer becomes excessive.
- Improved NetworkObserver no longer inherits NetworkBehaviour.
2.3.8hf0.Experimental
- Improved nested NetworkObjects can now be disabled or enabled before networking spawning the prefab and those changes will synchronize.
- Improved DefaultPrefabObjects are always fully refreshed when the project opens, and when FishNet updates are imported.
- Improved DefaultPrefabObjects are now sorted at runtime to reduce likeliness of out of order prefabIds.
- Fixed scene NetworkObjects sometimes having their callbacks run before OnActiveSceneSet invoked.
- Fixed child NetworkBehaviours not initializing SyncTypes when disabled.
- Added DirtyAll to SyncList, SyncHashSet, SyncDictionary. DirtyAll will force a full write.
- Added SyncHashSet.Dirty(T) to dirty an existing HashSet entry.
- Added SyncHashSetOperation.Update, which indicates an existing HashSet entry has been updated.
- Added OfflineRigidbody to prevent offline rigidbodies from desynchronizing when using client-side prediction.
2.3.7.Experimental
- Fixed ObserverManager default conditions adding incorrectly under certain conditions, resulting in unclear errors during scene transitions.
- Fixed NetworkTransform sometimes sending an empty update after the object is enabled after being disabled, while using client authority.
- Fixed OnInterpolationComplete not invoking for free users.
- Improved NetworkTransform to discard it's buffer when the buffer becomes excessive.
- Improved NetworkObserver no longer inherits NetworkBehaviour.