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Releases: FirstGearGames/FishNet

3.11.17R

23 Feb 23:56
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  • Fixed regression where server would kick client for sending an invalid LOD while client owned multiple objects.
  • Imported Edgegap.

4.1.1R

19 Feb 20:40
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  • Added NetworkConnection.IsValid() which can be used on null references.
  • Improved SceneManager with more valid checks on NetworkConnections.
  • Improved IntermediateLayer.InitializeOnce made public and virtual.
  • Fixed several compile errors related to Edgegap plugin.
  • Fixed RebuildObservers sometimes not clearing the writer between rebuilds.
  • Obsoleted NetworkConnection.Authenticated in favor of IsAuthenticated.
  • Fixed RebuildSceneIds attempting to modify objects in unloaded scenes. (#609)
  • Fixed PredictedObject.Rigidbodies KeepAnimatorStateOnDisable upgrade notice.
  • Fixed several NullReferenceErrors in Edgegap editor scripts.
  • Fixed owners not receiving latest SyncType values when a SyncType is ReadPermission.OwnerOnly, and becoming owner later in the objects life.
  • Added LayerMask serializer.
  • Fixed HashGrid demo for separate client and server.
  • Fixed Prediction 2 not clearing replicates cache properly on ownership change.
  • Improved Tick re-synchronization after large desync.
  • Obsoleted RingBuffer.Reset in favor of RingBuffer.Clear.
  • Improved RingBuffer(Beta) to allocate less during initialization.
  • Changed Stable/Beta menu is back.
  • Added ResettableRingBuffer which can take an IResettable type.
  • Added Rettetable/RingBuffer.Insert.
  • Added PredictionManager.OnPrePhysicsTransformSync/OnPostPhysicsTransformSync.
  • Improved exposed NetworkBehaviour.ResetState, which is called when object pooling.
  • Fixed compile errors related to Edgegap plugin when importing from UPM.

3.11.16R

19 Feb 20:39
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  • Fixed RebuildObservers sometimes not clearing the writer between rebuilds.
  • Fixed DefaultObjectPool objects going to DontDestroyOnLoad scene.
  • Fixed RebuildSceneIds attempting to modify objects in unloaded scenes. (#609)

4.1.0R

03 Feb 16:03
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  • Added Edgegap to FishNet plugins.
  • Removed several obsoletes due for removal.
  • Reversed DefaultObjectPool changes from V4 beta releases.
  • Changed several ReadOnlyCollection to ReadOnlyList for performance gains.
  • Improved NetworkObject inspector OwnerInterpolation now functions.
  • Fixed jitter on Prediction 2 smoothing, as well incorrect offet.

4.0.10

29 Jan 13:39
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  • Fixed SyncTypes dirty flag not resetting resulting in clients not receiving SyncType updates.
  • Removed Tugboat.Timeout setting as it's no longer needed due to Client/ServerManager timeout options.
  • Moved package.json to FishNet folder for package manager support.
  • Removed Prediction 2 ReplicateState.Replayed.
  • Added Prediction 2 ReplicateState.ReplayedCreated.
  • Added Prediction 2 ReplicateState.ReplayedPredicted; ReplayedPredicted will not work until 4.1.0.

4.0.9

26 Jan 19:50
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  • 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

26 Jan 19:49
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  • 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

14 Jan 19:25
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  • Fixed kinematic warnings on RigidbodyPauser.

4.0.7

12 Jan 17:25
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  • 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

14 Jan 03:21
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  • 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.