Releases: FirstGearGames/FishNet
4.6.11
- Fixed builds not completing while parrelsync was imported.
- Fixed BandwidthDisplay NullReferenceExceptions.
4.6.10R
- Fixed ServerManager automatically starting the server 'as headless' when in editor under server build target.
- Fixed errors when destroying a scene NetworkObject on the server as the scene loaded (#922).
- Fixed nested scene NetworkObjects spawning while the parent was despawned (#919).
- Fixed NetworkCollider invoking OnEnter/Exit excessively (#915).
- Fixed duplicate SyncList entries when adding entries via OnStartServer from a different script (#913).
- Fixed NonSerialized attribute preventing network serialization on fields; use ExcludeSerialization (#935).
- Fixed harmless 'entry already added' error when calling SetParent after TakeOwnership on host (#906).
- Fixed unable to set SyncVar values before calling Spawn when action is done on a previously pooled object (#911).
- Fixed RPC user logic improperly calling top-most methods when calling overriden methods (#938).
- Fixed TimeManager.LowFrameRate returning an incorrect value (#934).
- Fixed DefaultPrefabObjects prefabs becoming null after editing them on Unity Multiplayer (#916).
- Added HashSet serialization support (#917).
- Added property sensitivity settings to NetworkTransform.
- Improved NetworkCollider2D made significantly more efficient by updating to NetworkCollider template.
- Improved types which codegen detects as non-serializable will now have their encapsulating types displayed (#920).
- Improved generated prefabs list is now ordered by asset path (#926).
- Changed Beta SyncTypes moved to Stable.
4.6.9R
- Added ForceInstallPreventor -- stops playeveryware EOS plugin from force installing NGO when imported.
- Improved whole number packing.
- Fixed potential for ObjectIds being cached twice for re-use when exceeding 65,000 total spawns.
- Fixed rare BandwidthDisplay NaN conversion error.
- Fixed DefaultObjectPool cacheCount being set to incorrect values (#909).
4.6.8R
- 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.
4.6.7R hf0
- Fixed UniversalTickSmoother creating trackerTransform in worldspace when graphical is initialized without being nested to target.
- Improved support for reference type prediction datas (eg: class).
- Changed MoveRates/Cls made public.
- Fixed Refresh Default Prefabs menu not using recursive searching.
4.6.7R
- Fixed 'object initialized twice' error when spawning recursively nested objects.
- Fixed occasional NullReferenceException when using Reserialize menu.
4.6.6R
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Fixed UniversalTickSmoother moving incorrectly with non-Vector3.one scales.
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Fixed despawning root NetworkObjects with pooling causing nested NetworkObjects to not respawn automatically.
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Fixed conditional NullReferenceCondition in SceneCondition.
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Fixed nested runtime NetworkObjects not having their parent unset when their runtime parent was pooled.
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Fixed possible NullReferenceException within generated comparers for reference types.
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Fixed prediction reconciles corrupting class instance memory.
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Fixed NetworkTransform.ComponentConfiguration incorrectly making rigidbodies kinematic.
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Fixed limited memory leak on server related to predicted spawning.
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Fixed failed Predicted Spawns potentially pooling on clients, when expected to destroy.
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Fixed DefualtObjectPool now calls ResetState on nested NetworkObjects as well.
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Fixed possibility of nested NetworkObjects with modified InitializationOrder initializing before their parents.
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Fixed nested NetworkObjects not spawning when pooling.
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Improved logging for NetworkObject ObjectId fetching.
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Improved UniversalTickSmoother.SetSmootherProperties now allows specifying if for owner or spectator.
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Improved reduced NetworkBehaviour memory allocations.
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Improved Predicition attributed methods no longer need to be private.
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Improved ReserializenetworkObjects now uses Configuration settings when searching for prefabs.
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Added LoadSceneParameters to supported automatically serialized types.
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Added ObjectPool.AddPrefabObjects which returns added objects (#863).
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Added DefaultObjectPool.ClearPool(NetworkObject) to clear cache for specified NetworkObject type.
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Changed reverted NetworkObjects despawning when disabled.
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Changed restructured file paths; this may require you to delete FishNet before importing this version.
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Changed Tugboat.StopSocketsOnThread now defaulted to false.
4.6.5R
- Fixed instance of Multipass Id not found error.
- Fixed rare chance of Observers not removing a disconnected client when using multiple transports and only one is disconnected.
- Fixed internal NetworkInitialize methods are now called before OnStartNetwork even if the object is disabled.
- Improved SyncVar initial value will not overwrite synchronized value in the condition object receives synchronized value while disabled, and is later enabled for the first time.
- Fixed OnStop callbacks not occuring on nested objects when disconnecting the transport socket.
- Added TimeManager.HalfRoundTripTime.
- Added Beta Recursive Despawns for internal change.
- Fixed NetworkTransform.LastObserversRpcTick not resetting.
- Improved adaptive interpolation to be more consistent and efficient.
- Fixed harmless errors when using DebugManager Validate Rpc Lengths.
- Added Tugboat.StopSocketsOnThread to stop local connections using a thread (default/current behavior).
- Improved Tugboat now tries to stop the socket if detected as started when starting a new connection.
- Fixed unicode strings not writing proper length.
- Fixed large replicates not splitting into multiple packets.
- Added UniversalTickSmoother.Set/GetAdditionalGraphicalOffsetValues.
- Fixed SyncType.ResetState NullReferenceException.
- Fixed UniversalTickSmoother interpolation times changing eratically resulting in smoothing pausing.
- Fixed RigidbodyPrediction demo 'boostStart' check (#870).
- Fixed NewNetworkBehaviour template missing file exception.
- Fixed warning when Time/PredictionManager would try to simulate physics with a 0f timescale (#860).
- Fixed NetworkTransform stuttering spectated objects as host when using a send interval larger than 1.
- Fixed prediction corrupting class instance memory.
4.6.4R hf0
- Fixed NetworkBehaviour template paths not working properly for package manager releases (#858, #859).
- Improved debug output on Validate Rpc Lengths.
- Fixed MethodAccessException from codegen failing to change ReplicateDataContainer from Internal to Public.
- Fixed yet another incorrect using being automatically added by Jetbrains rider.
hf0:
- Improved Validate Rpc Lengths debug text.
- Fixed TickNetworkBehaviour incorrectly subscribing for LateUpdates.
4.6.3R
- Fixed Beta SyncList NullReferenceException error (#850).
- Improved List and Dictionary collection readers now take collections from caches first.
- Fixed NetworkTransform setting Rigidbody/2D interpolation to none on owners.
- Fixed server configuring NetworkTransform before there was an owner.
- Added PreciseTick(uint) constructor to generate a PreciseTick with 0 subtick value.
- Fixed ReadPayload data corruption (#855).
- Improved DebugManager inspector.
- Fixed Channel always showing Unreliable during Replicate replays.
- Fixed UniversalTickSmoother conditionally providing excessively large adaptive interpolation values.
- Added Reader.ReadStringAllocated.
- Obsoleted Reader.ReadString.
- Added DebugManager Validate Rpc Lengths to verify RPCs potentially corrupting data.
- Added SceneProcessorBase.GetLastLoadedScene.
- Fixed OnStopNetwork incorrectly invoking on clientHost when object despawned for client but not yet on server.
- Added New NetworkBehaviour template menu under Fish-Networking > Configuratoin, thanks Rain1950! (#851).