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Releases: FirstGearGames/FishNet

2.4.5hf0

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@FirstGearGames FirstGearGames released this 21 Sep 01:12
  • Changed PredictedObject to resolve Unity issue resulting in frame rate loss on clients when using stacked scenes.

2.4.4

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@FirstGearGames FirstGearGames released this 12 Sep 22:32

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

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@FirstGearGames FirstGearGames released this 13 Aug 19:54
  • Break to enforce execution order reliability base.IsOwner may no longer be used within OnStartNetwork. Use base.Owner.IsLocalClient instead.

2.3.13

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@FirstGearGames FirstGearGames released this 13 Aug 18:32
  • 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

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@FirstGearGames FirstGearGames released this 11 Aug 16:32
  • 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

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@FirstGearGames FirstGearGames released this 09 Aug 18:41

(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

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@FirstGearGames FirstGearGames released this 05 Aug 01:13
  • Added DefaultScene.SetOnlineScene/SetOfflineScene.
  • Improved error messages when DefaultPrefabObjects is unable to serialize prefabs.

2.3.9

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@FirstGearGames FirstGearGames released this 28 Jul 22:11

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

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@FirstGearGames FirstGearGames released this 26 Jul 17:15
  • 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

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@FirstGearGames FirstGearGames released this 18 Jul 14:22
  • 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.