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Releases: FirstGearGames/FishNet

2.3.11hf0

09 Aug 18:41
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(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

05 Aug 01:13
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  • Added DefaultScene.SetOnlineScene/SetOfflineScene.
  • Improved error messages when DefaultPrefabObjects is unable to serialize prefabs.

2.3.9

28 Jul 22:11
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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

26 Jul 17:15
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  • 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

18 Jul 14:22
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  • 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

18 Jul 14:19
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  • 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

13 Jul 13:44
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  • 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

09 Jul 22:39
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  • 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

04 Jul 18:14
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  • Fixed a potential bug with SceneIds not serializing.

2.2.3 hf#0

02 Jul 17:50
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  • 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.