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FirstGearGames
committed
4.6.8
- Added Tugboat.ReuseAddress. - Fixed nested NetworkObjects not spawning when pooling. - Improved added null-check to SyncTypes with collections when user initializes with their own collection. - Improved Object/CollectionCaches moved null checks from StoreAndDefault to Store. - Improved ResettableCollectionCaches resets call ResettableObjectCaches on each entry rather than handling locally. - Changed LevelLoggingConfiguration.EnableLogging to IsEnabled. - Added LevelLoggingConfiguration.AddLocalTick. - Added LevelLoggingConfiguration.AddTimestamps. - Added LevelLoggingConfiguration.EnableTimestampsInEditor. - Improved SyncTypeSettings are now serializable.
1 parent e9a2fbd commit 80ff847

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+715
-768
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Assets/FishNet/Demos/Benchmarks/NetworkTransform/Scenes/NetworkTransform Benchmark.unity

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Assets/FishNet/Runtime/Generated/Component/NetworkTransform/Editor/NetworkTransformEditor.cs

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using GameKit.Dependencies.Utilities;
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using UnityEditor;
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using UnityEngine;
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using GameKitEditing = GameKit.Dependencies.Utilities.Editing;
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using LayoutTools = GameKit.Dependencies.Utilities.EditorGuiLayoutTools;
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namespace FishNet.Component.Transforming.Editing
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{
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{
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serializedObject.Update();
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GameKitEditing.AddObjectField("Script:", MonoScript.FromMonoBehaviour((NetworkTransform)target), typeof(NetworkTransform), false, EditorLayoutEnableType.Disabled);
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LayoutTools.AddObjectField("Script:", MonoScript.FromMonoBehaviour((NetworkTransform)target), typeof(NetworkTransform), false, EditorLayoutEnableType.Disabled);
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bool isPro = false;
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Assets/FishNet/Runtime/Generated/Component/Prediction/NetworkCollision.cs

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using UnityEngine;
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namespace FishNet.Component.Prediction
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namespace FishNet.Component.Prediction
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{
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public sealed class NetworkCollision : NetworkCollider
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{

Assets/FishNet/Runtime/Generated/Component/Prediction/NetworkCollision2D.cs

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using UnityEngine;
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namespace FishNet.Component.Prediction
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namespace FishNet.Component.Prediction
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{
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public sealed class NetworkCollision2D : NetworkCollider2D
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{

Assets/FishNet/Runtime/Generated/Component/Prediction/NetworkTrigger.cs

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namespace FishNet.Component.Prediction
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namespace FishNet.Component.Prediction
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{
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public sealed class NetworkTrigger : NetworkCollider

Assets/FishNet/Runtime/Generated/Component/Prediction/NetworkTrigger2D.cs

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namespace FishNet.Component.Prediction
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namespace FishNet.Component.Prediction
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{
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public sealed class NetworkTrigger2D : NetworkCollider2D

Assets/FishNet/Runtime/Generated/Component/TickSmoothing/Editor/NetworkTickSmootherEditor.cs

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private bool _showOwnerSmoothingSettings;
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protected virtual void OnEnable()
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_showControllerSmoothingSettings = EditorGUILayout.Foldout(_showControllerSmoothingSettings, new GUIContent("Controller Smoothing", "Smoothing applied when object controller. This would be the owner, or if there is no owner and are also server."));
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_showSpectatorSmoothingSettings = EditorGUILayout.Foldout(_showSpectatorSmoothingSettings, "Spectator Smoothing");
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_showSpectatorSmoothingSettings = EditorGUILayout.Foldout(_showSpectatorSmoothingSettings, new GUIContent("Spectator Smoothing", "Smoothing applied when object not the owner. This is when server and there is an owner, or when client and not the owner."));
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