Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
4.0.9
- Changed GeneratedComparer renamed to PublicPropertyComparer.
- 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.
3.11.15R
- Fixed SyncTypes not clearing dirty state when values were written for despawn. (#574)
- Fixed PredictionManager RedundancyCount being different between WebGL and server builds.
- Fixed possible memory leak if an object was stored to DefaultObjectPool then destroyed, and object pool was never used afterwards.
- Fixed unity stripping necessary NetworkTransform code for Android builds.
4.0.8
- Fixed kinematic warnings on RigidbodyPauser.
4.0.7
- Added TransportManager.Get/SetMTUReserve(int) to allow reserving bytes in buffers, such as use with IntermediateLayer to insert encryption data. Reserving bytes does not consume more bandwidth if bytes are not filled.
- Improved TransportManager.GetMTU methods to consider reserve.
- Improved exposed TimeManager.PingInterval.
- Fixed Fish-Networking menu item order.
- Improved created replicates which arrive after the run tick are now run in replays instead of twice.
- Changed ReplicateState.UserCreated renamed to CurrentCreated for clarity.
- Changed ReplicateState.Predicted renamed to CurrentPredicted for clarity.
- Changed ReplicateState.ReplayedPredicted/UserCreated renamed to Replayed.
- Added ReplicateState.Future to indicate future prediction of objects.
- Changed SceneLoad/UnloadData PreferredScene is now a structure.
- Added SceneLoad/UnloadData PreferredScene can now specify different scenes for client and server.
- Fixed Prediction v2 reconcile desyncs for NonAuthoritative.
- Fixed Prediction v2 reconcile desyncs for Authoritative.
- Improved RigidbodyPauser to be simplified and more flexible for edge-case setups.
- Fixed Prediction v2 garbage allocation from physics.
- Fixed Prediction v2 excessive replays of remote objects when local client was not moving.
- Removed NetworkManager.StaticLogXYZ methods.
- Added NetworkManagerExtensions.Log/Warnig/Error.
- Added Log/Warning/Error extensions for NetworkManager references; null references may be used.
- Improved NetworkManager logging methods now use Unity debug when NetworkManager does not exist in any scene.
- Improved ServerManager.ShareIds made public.
- Improved BufferLast always uses reliable channel for new observers now.
- Fixed a SyncType not being set dirty by server within OnStartServer due to no observers count, resulting in predicted spawners not getting the new value update.
- Added Prediction v2 teleport option for graphical object.
- Improved List.AddUnique now returns if added, as well value no longer boxes. (#579)(#580)
- Fixed preferred scene not being applied to global scenes for late joiners (#585)
- Fixed inversed transform offsets in GetTransformOffsets and SetTransformOffsets. (#578)
- Fixed DistanceCondition causing flickering due to incorrect hide distance calculation. (#576)
3.11.14R
- Fixed preferred scene not being applied to global scenes for late joiners (#585)
- Fixed TicksToTime(PreciseTick pt) returning incorrect values.
- Improved exposed TimeManager.PingInterval.
- Improved accuracy printout for ColliderRollback demo.
- Improved PreciseTick legibility and potentially accuracy slightly.
- Improved List.AddUnique now returns if added, as well value no longer boxes. (#579)
- Fixed inversed transform offsets in GetTransformOffsets and SetTransformOffsets. (#578)
- Fixed PredictedBullet, predicted spawning example, within Rigidbody Prediction v1 demo.
- Improved notes and explanations on predicted spawning example.
- Fixed a SyncType not being set dirty by server within OnStartServer due to no observers count, resulting in predicted spawners not getting the new value update.
- Removed all prediction v2 logic and demos. Only v4 and up will support prediction v2.
4.0.6
- Fixed prediction v2(experimental) replicate not replaying a single tick of input.
- Fixed prediction v2(experimental) delay in server accepting client input when re-gaining ownership of an object.
- Fixed prediction v2(experimental) large forwarded replicates not properly changing channel.
- Fixed SyncType constructors being overwritten with defaults.
- Fixed large replicates not properly changing channel.
- Fixed NetworkTransform using approximately 3% more bandwidth when Network LOD was enabled without having Pro.
- Improved debug output for when starting client and server to also state IP/Port when available.
- Fixed package.json not being on git root.
3.11.13R
- Fixed harmless error message when trying to send large unreliable broadcasts.
- Fixed large replicates not properly changing channel.
- Fixed NetworkTransform using approximately 3% more bandwidth when Network LOD was enabled without having Pro.
- Improved debug output for when starting client and server to also state IP/Port when available.
- Fixed package.json not being on git root.
4.0.5
- Fixed clientHost setting Tick value overwriting servers value. (#559)(#560)
- Fixed NetworkTransform sending repeatedly under certain conditions, bug introduced in 3.11.11.
- Fixed key already exist error when multiple classes with SyncTypes inherited the same NetworkBehaviour.
- Improved logging message when a RPC or SyncType index has already been registered.
- Changed Release Mode and Development Mode to Stable and Beta.
- Changed RigidbodyPauser parenting fix is no longer in Beta.
- Fixed Version 3 to Version 4 SyncType validator causing editor error for abstract NetworkBehaviours while on IL2CPP.
3.11.12R
4.0.4
- Fixed BadImageFormat regression from 3.11.8/4.0.3.
- Fixed UpgradeFromV3ToV4Menu blocking builds due to incorrect end define placement.