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adding change log entries
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -10,11 +10,15 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- Added interpolator types as an inspector view selection for position, rotation, and scale. (#3337)
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- Added a new smooth dampening interpolator type that provides a nice balance between precision and smoothing results. (#3337)
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- Added `NetworkTimeSystem.TickLatency` property that provides the average latency of a client. (#3337)
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- Added `FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator)` constructor that uses the `ArraySegment.Offset` as the `FastBufferReader` offset and the `ArraySegment.Count` as the `FastBufferReader` length. (#3321)
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- Added `FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1)` constructor that uses the `ArraySegment.Offset` as the `FastBufferReader` offset. (#3321)
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### Fixed
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- Fixed issue where the `MaximumInterpolationTime` could not be modified from within the inspector view or runtime. (#3337)
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- Fixed issue where `AnticipatedNetworkVariable` previous value returned by `AnticipatedNetworkVariable.OnAuthoritativeValueChanged` is updated correctly on the non-authoritative side. (#3306)
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- Fixed `OnClientConnectedCallback` passing incorrect `clientId` when scene management is disabled. (#3312)
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- Fixed issue where the `NetworkObject.Ownership` custom editor did not take the default "Everything" flag into consideration. (#3305)
@@ -30,6 +34,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- Changed `BufferedLinearInterpolator<T>.Update(float deltaTime, NetworkTime serverTime)` as being deprecated since this method is only used for internal testing purposes. (#3337)
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- Changed root in-scene placed `NetworkObject` instances now will always have either the `Distributable` permission set unless the `SessionOwner` permission is set. (#3305)
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- Changed the `DestroyObject` message to reduce the serialized message size and remove the unnecessary message field. (#3304)
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- Changed the `NetworkTimeSystem.Sync` method to use half RTT to calculate the desired local time offset as opposed to the full RTT. (#3212)

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