- "changelog": "### Added\n\n* You can now disable the automatic Entities `ICustomBootstrap` bootstrapping (which calls NetCode's own `ClientServerBootstrap`) by either; a) disabling it in the ProjectSettings (default value is enabled), or b) adding the new `OverrideAutomaticNetcodeBootstrap` MonoBehaviour to your first build scene (i.e. your Active scene). Thus, there is no longer any need to write a custom bootstrap just to support a Frontend scene vs a Gameplay scene.\n* A `NetCodeConfig` ScriptableObject, containing most NetCode configuration variables, allowing customization without needing to modify code. Most variables are live-tweakable.\n* A 'Snapshot Sequence Id' (SSId), which is used to accurately measure packet loss. It adds 1 byte of header to each snapshot, but enables us to measure Netcode-caused causes of PL (i.e. out of order snapshots being discarded, and discarding a snapshot if another arrives on the same frame). Access statistics via a new struct on the client's `NetworkSnapshotAck`.\n* `RpcCollection.GetRpcHeaderLength` and `NetworkStreamDriver.GetMaximumHeaderSize` to allow users to determine max safe payload sizes.\n\n### Fixed\n\n* Esoteric exception in `MultiplayerPlaymodeWindow` in server-only cases.\n* Interpolated ghosts now support `IInputComponentData` and `AutoCommandTarget`.\n* Improved `UpdateGhostOwnerIsLocal` to make it reactive to `GhostOwner` changes, thus it no longer needs to poll.\n* NetDbg `ArgumentException` when a predicted ghost contains a replicated enableable flag component.\n* Display-only issue where the variants for additional entities (created via baking) were calculated as if they were 'root' entities. They are - in fact - child entities, thus the variants automatically selected for them should default to child defaults.\n* QoL issue; we now allow users to opt-out of auto-baking `GhostAuthoringInspectionComponent`s when selecting their GameObject, reducing stalls when clicking around the Hierarchy or Project.\n* QoL issue where `GhostAuthoringInspectionComponent` was not always modifiable in areas of the Editor where it is valid to modify them.\n* Issue where `GhostAuthoringComponent` was disallowed in nested prefab setups (where the root prefab is NOT a ghost).\n* Log verbiage when creating a driver in DefaultDriverConstructor read like a 'call to action'. It's not."
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