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Add a SinglePrefabObjects asset and replace the DefaultPrefabObjects with it for demos #549

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merged 2 commits into from
Nov 14, 2023

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maxkratt
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Creates a new SinglePrefabObjects asset for the demos to use instead of the DefaultPrefabObjects which always resulted in broken references.

@FirstGearGames FirstGearGames added Added! This feature has been added! Accepted Request or change has been accepted. labels Nov 14, 2023
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TY. Will merge then import into Pro.
Expected 3.11.8.

@FirstGearGames FirstGearGames merged commit 8e7d744 into FirstGearGames:main Nov 14, 2023
FirstGearGames pushed a commit that referenced this pull request Jan 26, 2024
- Changed GeneratedComparer<T> renamed to PublicPropertyComparer<T>.
- Fixed PredictionManager.RedundancyCount being different between WebGL and server builds.
- Fixed Prediction 2 states not splitting properly when large.
- Improved simplified IntermediateLayer.
- Added Tugboat IPv6 toggling. (#566)
- Added Tugboat DontRoute. (#540)
- Changed Prediction 2 ReplicateV2 and ReconcileV2 renamed to Replicate and Reconcile.
- Improved demo scenes now use their own prefab collection lists. (#549)
- Fixed Prediction 1 demo scene prefabs. (#552)
- Added Server/ClientManager.SetFrameRate.
- Fixed OnStopNetworking calling on clientHost before client was able to deinitialize.
- Fixed SyncTypes not clearing dirty state when values were written for despawn. (#574)
- Improved updated PredictedObject.Rigidbodies API for Unity 2021.
- Improved SyncTypes of collections no longer allocate during initialization.
- Fixed jitter on Prediction 2 smoothing.
- Added a variety of GetXYZMoveRates functions to MoveRates.
- Added MoveRates and MoveRatesCls.MoveToTarget.
- Removed MoveRatesCls.Multiply
- Improved exposed SyncVar.SetInitialValues.
- Added NetworkManager.GetPooledInstantiated makeActive and parent options.
- Added ObjectPool.RetrievObject makeActive and parent options.
- Fixed transform values being applied incorrectly during spawns.
- Fixed possible memory leak if an object was stored to DefaultObjectPool then destroyed, and object pool was never used afterwards.
- Changed Prediction V2 PredictionManager.IsReplaying() renamed to PredictionManager.IsReconciling().
- Fixed Prediction V2 calling dispose on replicate datas early.
- Added Prediction V2 PredictionManager.ClientReplayTick.
- Added Prediction V2 PredictionManager.ServerReplayTick.
- Added Prediction V2 PredictionManager.ClientStateTick.
- Added Prediction V2 PredictionManager.ServerStateTick.
- Added Prediction V2 NetworkBehaviour.IsReconiling.
- Added NetworkBehaviour.Write/ReadPayload.
- Removed SyncType forwarding for predicted spawns; Write/ReadPayload should now be used.
- Added Writer/ReaderPool.StoreAndDefault.
- Fixed Unity stripping necessary NetworkTransform code for Android builds.
- Changed FishNet\Plugins is now reserved for user imported plugins. Internal plugins have been moved to FishNet\Runtime\Plugins.
FirstGearGames pushed a commit that referenced this pull request Jan 26, 2024
- Changed GeneratedComparer<T> renamed to PublicPropertyComparer<T>.
- Fixed PredictionManager.RedundancyCount being different between WebGL and server builds.
- Fixed Prediction 2 states not splitting properly when large.
- Improved simplified IntermediateLayer.
- Added Tugboat IPv6 toggling. (#566)
- Added Tugboat DontRoute. (#540)
- Changed Prediction 2 ReplicateV2 and ReconcileV2 renamed to Replicate and Reconcile.
- Improved demo scenes now use their own prefab collection lists. (#549)
- Fixed Prediction 1 demo scene prefabs. (#552)
- Added Server/ClientManager.SetFrameRate.
- Fixed OnStopNetworking calling on clientHost before client was able to deinitialize.
- Fixed SyncTypes not clearing dirty state when values were written for despawn. (#574)
- Improved updated PredictedObject.Rigidbodies API for Unity 2021.
- Improved SyncTypes of collections no longer allocate during initialization.
- Fixed jitter on Prediction 2 smoothing.
- Added a variety of GetXYZMoveRates functions to MoveRates.
- Added MoveRates and MoveRatesCls.MoveToTarget.
- Removed MoveRatesCls.Multiply
- Improved exposed SyncVar.SetInitialValues.
- Added NetworkManager.GetPooledInstantiated makeActive and parent options.
- Added ObjectPool.RetrievObject makeActive and parent options.
- Fixed transform values being applied incorrectly during spawns.
- Fixed possible memory leak if an object was stored to DefaultObjectPool then destroyed, and object pool was never used afterwards.
- Changed Prediction V2 PredictionManager.IsReplaying() renamed to PredictionManager.IsReconciling().
- Fixed Prediction V2 calling dispose on replicate datas early.
- Added Prediction V2 PredictionManager.ClientReplayTick.
- Added Prediction V2 PredictionManager.ServerReplayTick.
- Added Prediction V2 PredictionManager.ClientStateTick.
- Added Prediction V2 PredictionManager.ServerStateTick.
- Added Prediction V2 NetworkBehaviour.IsReconiling.
- Added NetworkBehaviour.Write/ReadPayload.
- Removed SyncType forwarding for predicted spawns; Write/ReadPayload should now be used.
- Added Writer/ReaderPool.StoreAndDefault.
- Fixed Unity stripping necessary NetworkTransform code for Android builds.
- Changed FishNet\Plugins is now reserved for user imported plugins. Internal plugins have been moved to FishNet\Runtime\Plugins.
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