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Releases: FirstGearGames/FishNet

2.2.7

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@FirstGearGames FirstGearGames released this 18 Jul 14:19
  • 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

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@FirstGearGames FirstGearGames released this 13 Jul 13:44
  • 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

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@FirstGearGames FirstGearGames released this 09 Jul 22:39
  • 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

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@FirstGearGames FirstGearGames released this 04 Jul 18:14
  • Fixed a potential bug with SceneIds not serializing.

2.2.3 hf#0

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@FirstGearGames FirstGearGames released this 02 Jul 17:50
  • 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

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@FirstGearGames FirstGearGames released this 01 Jul 16:19
  • 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

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@FirstGearGames FirstGearGames released this 25 Jun 14:55
  • 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

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@FirstGearGames FirstGearGames released this 19 Jun 00:16
  • 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

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@FirstGearGames FirstGearGames released this 13 Jun 15:00
  • Changed introduced 2.0.0 breaking changes.
  • Improved default prefab finder speed.

1.5.6

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@FirstGearGames FirstGearGames released this 07 Jun 02:17
  • 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.