Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
2.3.11hf0
(WARNING) This update requires a clean install of Fish-Networking when performed through the git.
- Added FishNet to the components menu.
- Added SceneManager.LightProbeUpdating option for how light probes are updated after scene changes.
- Changed updated LiteNetLib.
- Added ObserverManager and NetworkObserver.SetUpdateHostVisibility.
- Improved exposed NetworkObject.SetRenderersVisible(bool, bool).
- Added code stripping technique options: Redirect(default), and Empty.
- Added latency simulation to the TransportManager.
- Improved renamed Transform.cs files to Transforms.cs.
- Added NetworkTransform.SetSynchronizePosition/Rotation/Scale.
- Added NetworkTransform.SetPosition/Rotation/ScaleSnapping(SnappedAxes).
- Improved PredictedObject now sends kinematic/simulated state.
- Fixed manually refreshing default prefabs now overrides enabled setting for default prefabs.
- Fixed NullReferenceException as clientHost when an object was despawned while having a passing timed condition.
2.3.10
- Added DefaultScene.SetOnlineScene/SetOfflineScene.
- Improved error messages when DefaultPrefabObjects is unable to serialize prefabs.
2.3.9
Note: this is a collective changelog from the past 23x experimental versions.
- Added several new abilities to nested NetworkObjects, see Nested NetworkObjects in documentation for more information.
- Fixed 'Added Fish-Networking defines to player settings' message displaying on every Editor launch for free users.
- Changed NetworkBehaviour/Object.IsOwner will no longer return false in OnNetworkStart as host.
- Improved lag compensation accuracy and consistency.
- Improved NetworkHudCanvases to deselect canvas when pressed.
- Fixed renderers being visible for clientHost if they were not an observer at the start.
- Improved MatchCondition XML.
- Improved DefaultPrefabObjects are always fully refreshed when the project opens, and when FishNet updates are imported.
- Improved DefaultPrefabObjects are now sorted at runtime to reduce likeliness of out of order prefabIds.
- Fixed scene NetworkObjects sometimes having their callbacks run before OnActiveSceneSet invoked.
- Added DirtyAll to SyncList, SyncHashSet, SyncDictionary. DirtyAll will force a full write.
- Added SyncHashSet.Dirty(T) to dirty an existing HashSet entry.
- Added SyncHashSetOperation.Update, which indicates an existing HashSet entry has been updated.
- Added OfflineRigidbody to prevent offline rigidbodies from desynchronizing when using client-side prediction.
- Fixed NetworkTransform sometimes sending an empty update after the object is enabled after being disabled, while using client authority.
- Fixed OnInterpolationComplete not invoking for free users.
- Improved NetworkTransform to discard it's buffer when the buffer becomes excessive.
- Improved NetworkObserver no longer inherits NetworkBehaviour.
2.3.8hf0.Experimental
- Improved nested NetworkObjects can now be disabled or enabled before networking spawning the prefab and those changes will synchronize.
- Improved DefaultPrefabObjects are always fully refreshed when the project opens, and when FishNet updates are imported.
- Improved DefaultPrefabObjects are now sorted at runtime to reduce likeliness of out of order prefabIds.
- Fixed scene NetworkObjects sometimes having their callbacks run before OnActiveSceneSet invoked.
- Fixed child NetworkBehaviours not initializing SyncTypes when disabled.
- Added DirtyAll to SyncList, SyncHashSet, SyncDictionary. DirtyAll will force a full write.
- Added SyncHashSet.Dirty(T) to dirty an existing HashSet entry.
- Added SyncHashSetOperation.Update, which indicates an existing HashSet entry has been updated.
- Added OfflineRigidbody to prevent offline rigidbodies from desynchronizing when using client-side prediction.
2.3.7.Experimental
- Fixed ObserverManager default conditions adding incorrectly under certain conditions, resulting in unclear errors during scene transitions.
- Fixed NetworkTransform sometimes sending an empty update after the object is enabled after being disabled, while using client authority.
- Fixed OnInterpolationComplete not invoking for free users.
- Improved NetworkTransform to discard it's buffer when the buffer becomes excessive.
- Improved NetworkObserver no longer inherits NetworkBehaviour.
2.2.7
- Fixed ObserverManager default conditions adding incorrectly under certain conditions, resulting in unclear errors during scene transitions.
- Fixed NetworkTransform sometimes sending an empty update after the object is enabled after being disabled, while using client authority.
- Fixed OnInterpolationComplete not invoking for free users.
- Improved NetworkTransform to discard it's buffer when the buffer becomes excessive.
- Improved NetworkObserver no longer inherits NetworkBehaviour.
2.2.6hf0
- Added ServerManager.StartConnection(port).
- Removed Obsolete message from TimeManager.TicksToTime(TickType).
- Fixed base Awake methods not calling under certain conditions for NetworkBehaviour types.
- Fixed Quaternion compression sometimes flipping negative values.
- Improved how NetworkConnections are read for clients.
- Fixed global NetworkObjects not being moved to DontDestroyOnLoad scene for clients when IsGlobal was set at runtime.
- Improved warning when attempting to set Network.IsGlobal on a scene object.
- Changed exposed compress and decompress methods for Quaternions.
- Fixed NetworkObject.IsGlobal changes inadvertently removing conditions on scene objects.
- Reverted Quaternion compression changes.
2.2.5
- Added StatisticsManager, can be placed on your NetworkManager for a variety of game statistics.
- Improved DefaultPrefabObjects are now automatically refreshed before builds.
- Fixed typo in TimeManager when setting lastMultipleTicks value.
- Fixed Odin Inspector causing SceneId to serialize every frame when object is selected.
- Improved SceneManager for mobile devices.
- Fixed generic collection type fields from other assemblies sometimes creating codegen errors.
- Added NetworkObject.IsGlobal, which allows NetworkObjects to be visible for all players and making them DontDestroyOnLoad.
- Fixed properties with generic return types causing codegen errors.
2.2.4
- Fixed a potential bug with SceneIds not serializing.
2.2.3 hf#0
- Obsoleted ServerOnlyCondition in favor of OwnerOnlyCondition.
- Added OwnerOnlyCondition. Only the server and owner will observe the object.
- Fixed SceneManager.OnLoadEnd calling before the scene initialized. This was caused by a Unity bug related to coroutines.
- Improved excessive ping kick logic.
- Improved TimeManager.OnPhysicsSimulate will run when using Unity physics now as well.