Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
Release list
2.2.7
- 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.
2.2.6hf0
- Added ServerManager.StartConnection(port).
- Removed Obsolete message from TimeManager.TicksToTime(TickType).
- Fixed base Awake methods not calling under certain conditions for NetworkBehaviour types.
- Fixed Quaternion compression sometimes flipping negative values.
- Improved how NetworkConnections are read for clients.
- Fixed global NetworkObjects not being moved to DontDestroyOnLoad scene for clients when IsGlobal was set at runtime.
- Improved warning when attempting to set Network.IsGlobal on a scene object.
- Changed exposed compress and decompress methods for Quaternions.
- Fixed NetworkObject.IsGlobal changes inadvertently removing conditions on scene objects.
- Reverted Quaternion compression changes.
2.2.5
- Added StatisticsManager, can be placed on your NetworkManager for a variety of game statistics.
- Improved DefaultPrefabObjects are now automatically refreshed before builds.
- Fixed typo in TimeManager when setting lastMultipleTicks value.
- Fixed Odin Inspector causing SceneId to serialize every frame when object is selected.
- Improved SceneManager for mobile devices.
- Fixed generic collection type fields from other assemblies sometimes creating codegen errors.
- Added NetworkObject.IsGlobal, which allows NetworkObjects to be visible for all players and making them DontDestroyOnLoad.
- Fixed properties with generic return types causing codegen errors.
2.2.4
- Fixed a potential bug with SceneIds not serializing.
2.2.3 hf#0
- Obsoleted ServerOnlyCondition in favor of OwnerOnlyCondition.
- Added OwnerOnlyCondition. Only the server and owner will observe the object.
- Fixed SceneManager.OnLoadEnd calling before the scene initialized. This was caused by a Unity bug related to coroutines.
- Improved excessive ping kick logic.
- Improved TimeManager.OnPhysicsSimulate will run when using Unity physics now as well.
2.2.2
- Added Multipass.SetClientTransform(Type).
- Added PredictedObject.Get/SetGraphicalObject.
- Added ListCaches.Get/Store NetworkBehaviour.
- Fixed some SyncObjects not invoking the OnChange event after OnStartClient.
- Added DefaultSceneProcessor and SceneProcessorBase to support addressables within the SceneManager.
- Added FISHNET_PRO to defines for Pro users.
2.2.1
- Improved PredictedObject smoothing calculations.
- Added PredictedObject.DurationType to configure how smoothing is calculated.
- Fixed Generator re-creating DefaultPrefabObjects when Unity failed to load the default prefab files.
- Improved Generator now attempts to reload the DefaultPrefabObjects when Unity fails to load it the first time. This is a Unity bug which seems to primarily exist in 2020 versions.
- Fixed PredictedObject and potentially other scripts not compiling on Android with development build enabled.
- Improved SceneManager will not try to automatically move clientHost objects which are pending destruction if they are not root.
- Added SceneLookupData.NameOnly to get the name of a scene without the full file path.
- Improved NetworkTransform rotation sensitivity to now detect very descrete rotations.
2.2.0
- Added teleport option to PredictedObject.
- Added SceneLoadEndEventArgs.UnloadedSceneNames which contains scenes replaced during a scene load.
- Added SceneManager.MoveClientHostObjects toggle.
- Added SceneManager.SetActiveScene toggle.
- Fixed NullReferenceException when setting a SyncType through an editor callback during edit-time.
- Added property support to automatic serializers.
- Improved default prefabs now do a full rebuild when updating Fish-Networking.
- Added TimeManager.IsReplaying() which returns if any predictions are replaying.
- Added TimeManager.IsReplaying(Scene) which returns if a scene is replaying physics.
- Added NetworkBehaviour.GetLastReconcileTick to know which tick is being reconciled to.
- Added SetHostVisiblity may now be disabled through NetworkObserver or ObserverManager.
- Added TimeManager.TicksToTime(TickType).
- Obsoleted TimeManager.TicksToTime(bool).
- Added BroadcastExclude, ways to send broadcast while excluding connections.
- Added TimeManager.GetPreciseTick.
- Added TimeManager.GetTickPercent.
- Obsoleted TimeManager.TickPercent.
- Obsoleted RollbackManager.PreciseTick.
- Added Documentation quick-link to the Fish-Networking menu.
2.1.0
- Changed introduced 2.0.0 breaking changes.
- Improved default prefab finder speed.
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.