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.