Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
Release list
1.4.2
- Fixed scene objects network initializing before server was set as started.
- Improved state change messages for local client and local server are more descriptive.
- Fixed NetworkObject not being removed in time when as a child of another NetworkObject while also a scene object.
1.4.1
- Added experimental NetworkManager.Incoming/OutgoingIterationOrder.
- Improved NetworkAnimator performance marginally.
- Improved NetworkBehaviours are now found even when disabled on prefabs.
- Fixed delay in CSP replication when a client loses ownership upon disconnect, then reconnects regaining ownership.
- Improved SceneManager now prevents MovedObjectsHolder from becoming the active scene.
- Improved compression on some numeric types using IntVar.
- Improved NetworkObject initialization speed and made changes in preperation of nested NetworkObjects.
- Improved several debug messages.
- Fixed NetworkTransform sometimes incorrectly extrapolating slightly when using exceptionally low tick rates.
- Improved CharacterController Prediction example now disables CharacterController for non-owners.
- Improved spawn rotation now sends uncompressed to prevent initial alignment problems.
- Improved all files have proper line endings.
- Removed non-functional ServerBindAddress from Tugboat.
- Changed ConcurrentQueues to Queues in Tugboat.
- Fixed Tugboat polling order which would sometimes cause clients to send packets before being confirmed as connected.
- Added Multipass, a transport that allows a server to run multiple transports at once.
- Improved codegen to throw when attempting to create generic RPCs.
- Fixed codegen error when implementing a generic field within a generic class that inherits NetworkBehaviour.
- Improved exposed 'force' parameter in SyncList.Set.
- Improved NetworkObserver no longer destroys itself with no conditions while using Ignore Manager. This is to allow global visibility.
- Added SyncHashSet.
- Improved unreliable packets by reducing bandwidth an additional 2 bytes.
- Fixed NetworkAnimatorEditor possible null reference exception while the component was selected in the inspector, and while setting the animator controller to null at runtime.
- Changed client connections are no longer considered added to a scene if they own an object in that scene; clients must specifically be loaded into scenes now.
- Added serialized field PlayerSpawner.AddToDefaultScene. While true the player will be added to the scene where the player prefab is instantiated only if there are no global scenes already.
- Improved NetworkObject removed warning no longer displays on nested NetworkObjects while NetworkObject.IsNetworked is false.
- Fixed missing object errors when server-host unloads a scene and unexpectedly destroyed object data is sent to client-host.
- Improved NetworkBehaviours no longer add NetworkObjects to root at runtime.
- Added SyncList.Dirty(index). This allows users to mark a SyncList index dirty such as if they are changing properties within a reference type on that index.
- Improved ListCache.AddValues can now take ISet.
- Improved Tugboat incoming handling speed slightly.
- Improved ReadDictionary speed slightly.
- Changed NetworkManager.RefreshDefaultPrefabs is now false by default.
- Improved NetworkManager tries to refresh default prefabs in a more intelligent manner now.
- Added TransportManager.GetTransport to better support Multipass.
- Added several ServerObject.RebuildObservers overloads to support upcoming MatchCondition.
- Fixed codegen not creating a deserializer for dictionaries when they were used in RPCs.
1.3.4
- Fixed SyncList and SyncDictionary doubling initial values for clients under rare circumstances.
- Fixed Vector2Int and Vector3Int not deserializing properly.
1.3.2
- Fixed SyncDictionary/SyncList clearing when client host would disconnect but server would remain running.
- Removed unnused InitialState from ComponentStateSync.
- Fixed SyncDictionary and SyncList adding double entries as host.
- Fixed serializing null GameObjects causing read error on clients.
- Improved ServerManager now errors when a third party transport provides an invalid clientId.
1.3.1
If coming from Fish-Networking 1.2.0.Nightly.0 or lower and NOT updating from the asset store delete your FishNet folder first.
- Improved MirrorUpgrade tool to support Mirror57x+.
- Improved objectIds are randomized in release builds.
- (Pro) Added Yak transport, an offline transport which doesn't create sockets.
- (Pro) Added automatic build code stripping.
- Fixed SceneManager not clearing values when the server would disconnect.
- Improved several logging and codegen messages.
- Fixed clientId and RPCLinks not working properly after exceeding 32,767 concurrent connections or spawned objects.
- Added Configuration window under Fish-Networking menu.
- Added additional IL2CPP support for older Android devices.
- Improved PredictedRigidbody.
- Changed RigidbodyPrediction default prediction ratio to 0f.
- Added PredictedRigidbody2D.
- Fixed scene objects being disabled on clients with NetworkObject.IsNetworked unchecked.
- Fixed SceneManager unloading scenes that were in scenes to be loaded, while using SceneLoadData.ReplaceOption.
- Fixed incorrect parsing when sending multiple split packets in the same tick, one immediately after the other.
- Added RPC overloading support.
- Fixed ServerManager not sending Id to owner with ShareIds off.
- Changed NetworkTransform send checks from OnTick to OnPostTick.
- Improved Pro tools now only show locked message if user does not have Pro.
- Fixed NetworkTransform in rare cases not completing a rotation with extremely low tick rates.
- Improved NetworkTransform movement by turning on a feature that wasn't supposed to be turned off.
- Improved Physics simulation mode and times revert to user settings on exit/stop play.
- Improved codegen warns against directly accessing SyncVars which are being inherited from different assemblies.
- Fixed broadcasts no longer warn when nothing is registered to a broadcast.
- Fixed Client/ServerAttribute creating IL errors when used on a static method in a class that inherited NetworkBehaviour.
- Added Manually Refresh Default Prefabs button to NetworkManager inspector.
- Fixed Tugboat client timeout sometimes not working in editor.
- Fixed scene objects sometimes not spawning when using Enter Play Mode Options with Reload Domain unchecked, and Reload Scene checked.
- Fixed SyncType values not resetting on scene objects when server or client were stopped, while also not exiting play mode.
- Improved TimeManager.TicksToTime to now take an optional boolean for using LocalTick or Tick.
- Added TimeManager.TicksToTimeDouble methods.
- Removed old files.
- Fixed ClientAttribute.RequireOwnership not working properly.
- Added more constructors to SceneLoadData.
- Added RunLocally field to all RPC attributes. This allows the logic to run on the caller as well send the RPC.
- Improved disabled socket timeout when acting as host.
- Added TimeManager.SetTickRate to allow setting TickRate at runtime. This change must be synchronized manually.
- Improved when server frame rate is default value(9999) it changes to tick rate.
- Removed ServerManager.MaximumClientMTU. This feature will be greatly improved upon over the next release.
1.2.0
- Added ComponentStateSync to examples. This new SyncType uses the custom SyncType feature to synchronize components enabled/disabled states.
- Improved DefaultPrefabObjects compatibility over cloned projects. These changes should alleviate prefab mismatch errors.
- Improved NetworkTransform. It now has considerably better replication and can withstand harsh network conditions much better as well.
- Added NetworkTransform Pro; available to supporters. This unlocks parent synchronization and extrapolation.
- Added NetworkAnimator Pro; available to supporters. This unlocks choosing which parameters to synchronize.
- Added Collider Rollback/Lag Compensation Pro; available to supporters.
- Added TimeManager.TickPercent, to know how far into the next tick the client or server is.
- Fixed HUD example not allowing Server socket to be toggled after server failed to initialize due to the port being unavailable.
- Improved ping abuse checks no longer apply when running server as editor.
- Improved codegen now errors when using a SyncObject type without the proper attribute.
- Improved missing sceneId error message to be more descriptive.
- Fixed codegen errors when a synchronizing type was in another assembly and inherited from NetworkBehaviour.
- Changed IsOwner no longer returns true in Update before client callbacks when running as host.
- Improved (removed) allocations in NetworkTransform.
- Improved (removed) allocations in Reader.
- Improved (removed) allocations in Tugboat.
- Improved ByteArrayPool for less resize chances.
- Changed ByteArrayPool useConcurrent option is now gone.
- Fixed Unity stripping needed code from Android builds.
- Added NetworkAnimator.SendAll, which force sends the entire animator state and all current values.
- Improved XML on PlayerSpawner.
- Added ClientManager.OnAuthenticated.
- Added more verbose state changes for server and client connections.
- Added Writer now allows users to send null NetworkBehaviours.
- Changed NetworkObjects.NetworkBehaviours now includes disabled NetworkBehaviours.
1.1.5
- Added NetworkManager.RefreshDefaultPrefabs to improve multiple-editor support.
- Fixed SyncList/SyncDictionary client hooks initially calling twice when values were set using OnStartServer.
- Improved several parts of XML (thanks Expostech).
- Fixed TransportManager.IterateOutgoing sometimes throwing collection modified.
- Added host now hides renderers when host-client is no longer an observer.
- Fixed ObserverManager sometimes not initializing added conditions.
- Improved how ObjectIds are assigned.
- Improved error message text in several areas.
- Fixed NetworkObjects sometimes not clearing observers in time.
- Improved codegen by warning against generic RPC parameters.
- Fixed harmless null NetworkObject warning when sometimes trying to despawn as host.
- Improved connection.FirstObject now works for other client objects as well.
- Added ClientManager.Clients, a collection that contains all clientIds and their objects. This feature requires ServerManager.ShareIds to be enabled.
- Changed default logging type from Off to Warning for Server and Client attribute.
- Added IntCache to ListCaches.
- Improved ServerManager now tries to find Authenticator if missing on object.
- Improved Tugboat ensuring data sends out to clients before disconnecting them when applicable.
- Fixed NetworkAnimator incorrectly writing int values.
- Added smoothing to transform prediction example (thanks milk7874).
- Added smoothing to CharacterController prediction example (thanks milk7874).
- Fixed an incorrect define in LoggingConfiguration.
- Improved timing when clients had poor connections.
1.1.4
- Fixed client timing taking too long to correct when client would lose connection for several seconds.
- Fixed TimeManager not caching and clearing client tick data when server was stopped/started.
1.1.3
- Fixed Tugboat ServerSocket not obeying polltime variable causing increased CPU usage.
- Fixed NetworkAnimator throwing when an animator was not present.
- Improved SyncListOperation XML.
- Changed server callbacks now occur when setting SyncType values within OnStartServer.
1.1.2
- Fixed ObjectIds in rare cases not being assigned correctly when stopping server/client multiple times without restarting the application.
- Improved context for several RPC related warnings.
- Added NetworkTransform classic option to improve smoothing until NetworkTransform is finalized.
- Added AutoStartType option to NetworkHudCanvas.
- Improved when OnClientLoadedStartScenes is invoked. Start scenes loaded confirmation now goes through clients rather than invoking immediately when there are no global scenes.
- Added more debug outputs for when clients are kicked.
- Added Remove Defines to upgrade tool.
- Fixed upgrade tool throwing errors when Mirror was imported due to IReadOnlyCollection.
- Reverted NetworkTransform to 1.1.1 release so that it is stable until the new one is complete.
- Changed internally from obsoleted methods.
- Fixed disconnects related to the transport sending large packets.
- Fixed Unity serializing a property causing NRE when using some NetworkBehaviour.QOL properties.
- Improved Tugboat now sends on the main thread so throws are not hidden.
- Improved Authenticator example scene by removing missing script reference.
- Obsoleted OwnerIsValid, OwnerIsActive in favor of Owner.IsValid, Owner.IsActive. Will be removed on 2022/06/01.
- Fixed RpcLinks clashing with prediction RPCs, resulting in reader errors.
- Added DebugManager; mostly for internal use but is available for everyone.