Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
4.6.2R
- Improved ReplicateState changes are now beta and can be toggled via Fish-Networking menu.
- Improved RigidbodyPauser, you can now specify which Rigidbodies to use manually.
- Fixed harmless error in NetworkTickSmoother, null reference exception, when exiting play mode in Unity.
- Fixed ReplicateState.FastContains returning incorrectly.
4.6.1R
- Fixed Network/OfflineTickSmoother detach/reattach settings not working.
- Improved normalized ReadMe file layouts and names.
- Fixed Review Reminder window no longer shows for Virtual Players on Unity 6.
4.6.0
- Added preciseTick.AsDouble extension.
- Added double.AsPreciseTick extension.
- Added NetworkObject.IsDestroying to know when a NetworkObject is being destroyed or pooled during OnStop callbacks.
- Added TimeManager.TimeToTicks(long).
- Added NetworkObject.IsInitializedNested.
- Added ServerSpawner component which automatically spawns NetworkObjects when the server starts.
- Added OfflineTickSmoother.
- Added NetworkTickSmoother.
- Improved ReplicateState terminology: Future is now only ever true when reconciling, and when data tick has not been run as Current.
- Changed ReplicateState is now a flag.
- Changed ReplicateState previous values now use flag checks internally.
- Added replicateState.FastContains for flag checking.
- Added ReplicateState.IsCurrent, which is the opposite of IsFuture.
- Obsoleted several ReplicateState values in favor of new terminology.
- Improved CharacterControllerPrediction demo notes.
- Improved CharacterControllerPrediction now uses NetworkTrigger to attach and detach from platforms.
- Improved Stable and Beta mode are now available per feature.
- Improved several API and ToString methods to be more verbose.
- Improved PlayerSpawner to find NetworkManager within hierarchy, using InstanceFinder only as a fallback.
- Changed PredictionManager.StateInterpolation is now public.
- Changed Reader.Initialize methods are now public.
- Fixed set RollbackPhysicsType enum as flag.
- Fixed OnStop callbacks not firing on Instantiated objects nested to scene objects when server suddenly disconnects.
Removed debug. - Fixed DefaultScene incorrectly loading Offline scene when a server stops, even if another server is running such as through Multipass.
- Fixed TimeManager.Tick drifting with latency.
- Fixed UseGlobalCustomSerializer attribute not working on types within read-only assemblies.
- Fixed Object Initialized Twice Error when stopping and starting all sockets without stopping the editor or application.
- Fixed conditional Writer corruption when manually calling RebuildObservers.
- Fixed NetworkObject.SetInitializedValues not running on prefab scene objects with properties that differed from the prefabs.
- Fixed nested NetworkObjects being destroyed on socket stop when using object pooling (#842).
- Fixed collection modified error when using extension transform.DestroyChildren with destroyImmediate as true.
- Fixed BandwidthDisplay showing flipped in/out values for client usage (#843).
- Fixed NetworkCollider/Trigger sometimes incorrectly firing OnEnter/Exit events during reconcilations.
- Obsoleted NetworkBehaviour/Object.HasAuthority; replaced with IsController.
- Obsoleted DetachableNetworkTickSmoother; replaced with NetworkTickSmoother.
- Obsoleted MonoTickSmoother; replaced with OfflineTickSmoother.
- Obsoleted NetworkObject smoother settings in favor of using NetworkTickSmoother.
- Removed HistoryDuration on NetworkCollider/Trigger as it is no longer needed.
- Removed unused ReplicateState values.
4.5.8R
- Fixed memory leak in ObserverConditions when using pooling.
- Fixed memory leak in ObserverConditions when destroying objects as clientHost before client-side deinitialized the object.
- Improved notes on a ReplicateState enum value.
- Improved error logging for SyncTypes.
4.5.7R
- Fixed TimeManager.TimePassed negative time comparison (#829).
- Added Transport.GetPacketLoss. Only some transports support this feature.
- Added Tugboat.GetPacketLoss(bool).
- Added Server/ClientAttribute.UseIsStarted to force using IsServer/ClientStarted instead of Initialized.
- Fixed conditional NullReferenceException on clientHost when NetworkObserver deinitialized OnDestroy (#812).
- Renamed SceneManager.MoveClientHostObjects to MoveClientObjects.
- Changed SceneManager.MoveClientObjects now also applies to ClientOnly.
- Fixed NullReferenceExceptions on clientHost when rapidly spawning while changing scenes.
- Improved removed unnecessary logging for clientHost.
- Fixed NetworkObject NullReferenceException during OnDestroy when nested.
- Improved sending reconciles on Channel.Reliable now forces them through regardless if replicates run recently.
- Fixed Unity bug IL2CPP build crash for RPCs in generic classes. This is a limited work-around; for proper resolution use Unity 2022 or higher.
- Fixed OnServerDespawn not invoking via observer builds (thanks gooby!).
- Fixed math on Quaterion.Subtract extension.
- Fixed RigidbodyPauser unpausing to kinematic states when another Pauser made kinematic. This bug mostly affected OfflineRigidbody.
- Fixed invalid read size error when reader deserializers a null list (#837).
- Fixed ChildTransformTickSmoother graphics not moving with target when starting as clientHost then disconnecting client.
- Fixed ChildTransformTickSmoother moving to incorrect values when graphicalObject had an offset and when using adaptive interpolation.
- Fixed replicates not running default data when data was queued but interpolation was not met yet.
- Fixed preferred scenes not being set as active scene when SceneManager.SetActiveScene is false (#838).
- Fixed NetworkManager reference being null on reconcile and replicate readers, resulting in possible errors when reading types dependent on a NetworkManager.
- Fixed harmless NullReferenceException caused by ChildTransformTickSmoother when exiting play/application (#818).
- Fixed harmless Multipass Id not found error in Multipass when subsequentially starting server, client, then stopping server (#828).
- Improved performance slightly while in development mode when clients disconnect.
- Updated Edgegap to 3.0.9.
- Added CharacterController prediction demo, featuring: sprint, jumping, stamina, moving platforms, parenting.
- Added Rigidbody prediction demo, featuring: NetworkTrigger pickup, speed boost, predicting multiple rigidbodies.
4.5.6R
- Obsoleted PooledWriter.ResetState in favor of Store/Length.
- Obsoleted PooledReader.ResetState in favor of Store.
- Obsoleted Writer.Reset in favor of Clear.
- Added Writer.Clear.
- Fixed rare chance of writer corruption due to a writer being stored rather than cleared.
- Obsoleted TransformProperties.LocalScale in favor of Scale.
- Added Writer.WriteTransformProperties.
- Added Reader.ReadTransformProperties.
- Removed types no longer used by Mirror in MirrorUpgrade.
- Added BandwidthDisplay.SecondsAveraged to provide better averages over time.
- Added NetworkObject.IsTakingOwnership QOL.
- Added Quaterions.Subtract/Add extensions.
- Changed Beta prediction code moved into stable.
- Added Resettable/RingBuffer.Enqueue.
- Added Resettable/RingBuffer.Dequeue.
- Added Resettable/RingBuffer.TryDequeue.
- Improved ResettableRingBuffer.Add now returns replaced entries.
- Improved ResettableRingBuffer.Add/RemoveRange now have ability to specify resetting replaced or cleared.
- Changed failed predicted spawns are now destroyed on the server rather than optionally pooled. This will be restored at a later date.
- Fixed predicted spawns becoming corrupt on spawner (#815, #801).
- Improved performance slightly on TickNetworkBehaviour when manually changing subscriptions.
4.5.5R
- Fixed DistanceCondition.MaximumDistance not applying properly when set at runtime (#809).
- Obsoleted DistanceCondition.MaximumDistance.
- Added DistanceCondition.Get/SetMaximumDistance.
- Fixed predicted spawners not becoming an observer of the object they spawned.
- Fixed internals trying to call prediction methods on NetworkBehaviours when they do not utilize prediction when at least one NetworkBehaviour for the NetworkObject does.
- Fixed SyncTimers finishing immediately on clientsOnly when using timer.Update without arguments. (#807).
- Added TickNetworkBehaviour.SetTickCallbacks to set callbacks at runtime.
4.5.4hf0R
4.5.3R
- Fixed PreciseTick.Percent value being 0 instead of 1 when checked during a ticked frame.
- Fixed condition where NetworkTransform may not unsubscribe from events on client or server stop.
- Fixed code stripping not working in Unity 2022+ (#798).
- Fixed SyncVar OnChange method having incorrect previous value for clientOnly (#800).
- Fixed foreach enumerator in SyncList (#799).
- Added PreciseTick.GetUnsetValue.
- Fixed preciseTick.Subtract improperly calculating percentages.
- Fixed incorrect parsing of null arrays (#802).
- Added NetworkObject.PreventDespawnOnDisconnect to prevent objects from despawning when the owner disconnects.
4.5.2R
- Fixed NetworkTransform.ResetState causing NullReferenceException when despawning within OnStartServer of the object.
- Fixed scene objects not despawning from within OnStartServer when clientHost did not observer the object.
- Improved Rebuild SceneIds now forcefully rebuilds Ids even if they appear to already be set.
- Added ResettableCollectionCaches.Retrieve/Store Queue and BasicQueue.
4.5.1R
- Fixed nested scene NetworkObjects not spawning (#791).
- Added 'Rebuild Selected Scene's Ids' (#789).
- Improved SyncList, removed unused code. (#785).
- Fixed incorrect equality check in SyncList.Set (#784).
- Improved readability for clientHost renderer update methods.
- Improved Dictionaries utilities, removed unused code.
- Fixed collection modified error in ServerObjects.Observers, introduced in 4.5.0 dev branch.
- Fixed NetworkTransform sometimes causing null reference errors with predicted spawning (#792).
- Fixed predicted spawning no longer sends spawn message back to predicted spawner; only confirmation message.
- Improved removed unused code in NetworkAnimator.
- Fixed null check order on NetworkAnimator._canSynchronizeAnimator (#794).