Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
3.11.17R
- Fixed regression where server would kick client for sending an invalid LOD while client owned multiple objects.
- Imported Edgegap.
4.1.1R
- 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
4.1.0R
- 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
- 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
- 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.