Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
1.4.7
- Fixed broadcast handlers not unregistering properly.
- Added CodeAnalysis to catch common mistakes such as using IsOwner in Awake or Start.
- Added support for nested NetworkObjects within scenes and prefabs.
- Fixed Awake being called on inherited NetworkBehaviours without the users intent.
- Added networkObject/gameObject.Spawn, to spawn the extended object using InstanceFinder.
- Added base.Spawn(networkObject).
- Fixed timed observer conditions causing incorrect visibilities and flickers for clientHost.
- Improved Tugboat utilizes Get/SetServerBindAddress.
- Obsoleted transport.Get/SetServerBindAddress().
- Improved Transport.Get/SetServerBindAddress now takes IPAddressType argument.
- Added ListCaches.GetXYZCache/StoreCache which enables use of caches as a pool.
- Improved several debug messages and handled more potential exceptions.
- Added TimeManager.FrameTicked.
- Improved timed ObserverCondition performance considerably.
- Obsoleted ListCaches.TransformCache/NetworkObjectCache.
1.4.6
- Added nested NetworkObject support!
- Added SyncDictionary.Dirty(key) and SyncDictionary.Dirty(value).
- Improved XML on SceneLookupData.
- Improved NetworkTransform.SynchronizeParent reliability. Feature is still being worked on.
- Fixed DefaultScene not changing scenes when older NetworkManagers are destroyed.
- Fixed incorrect method being used to debug log spawn warnings.
- Improved PredictedObject setup process.
- Added additional constructors to SceneLoadData, SceneLookupData.
- Changed Refresh Default Prefabs removed from NetworkManager in favor of Fish-Networking menu.
- Changed NetworkManager.IterationOrder is no longer experimental and is now hard-coded.
- Improved NetworkObject.IsNetworked XML.
- Added SyncList.Dirty(T), to allow setting dirty by type reference.
- Improved NetworkObserver.GetObserverCondition by removing required cast.
- Added SceneManager.OnActiveSceneSet, which is called immediately after scenes load.
- Fixed NetworkTransform updates occasionally skipping a tick.
1.4.5
IMPORTANT: this update requires you to delete your FishNet folder when importing from GitHub!!
IMPORTANT: this update requires you to delete your FishNet folder when importing from GitHub!!
- Fixed automatic code stripping not working on some Unity versions.
- Improved error message on missing SceneObjects.
- Improved TransportManager.GetTransport signature.
- Fixed TransportManager.GetTransport now returns Multipass when T is Multipass, rather than looking for a transport within Multipass.
- Fixed RollbackManager not accumulating snapshots.
- Improved NetworkAnimator no longer warns regularly when runtimeAnimatorController is null.
- Added TimeManager.TimePassed to return time passed between current and previous ticks.
- Improved default prefabs population speed.
- Added SyncBase.WriteHeader in place of SyncBase.WriteDelta when only needing to write the header.
- Added NetworkConnection.GetAddress to get the clients remote address.
- Added Refresh Default Prefabs to the Fish-Networking menu.
- Fixed NetworkAnimatorEditor not properly displaying parameters for AnimatorOverrideControllers.
- Improved TimeManager.Tick is now set on clients during the authentication process.
- Improved TimeManager readability.
- Improved description of several codegen warnings.
- Improved TimeManager.RoundTripTime accuracy.
- Added TargetRpc and ObserversRpc attributes can be used on the same method.
- Added NetworkManager.SpawnPacking, to control transform compression during spawns.
- Added NetworkTransform.Packing, to control transform compression during updates.
- Improved OnStartServer/Network, no longer call before active scene is set during a scene load.
- Fixed IEnumerator Awake codegen errors when inheritance involved multiple assemblies.
- Fixed Server and Client attribute methods not logging when NetworkBehaviour was not initialized.
- Improved prediction example prefabs to use PredictedObject.
- Added TimeManager.PingInterval is now configurable.
- Added TimeManager.PredictionTimingInterval is now configurable.
- Added experimental PredictedObject component.
- Improved bandwidth usage on timing updates.
- Improved performance on timing updates.
- Fixed NetworkConnection.Broadcast using InstanceFinder instead of the NetworkManager reference.
- Fixed objects not respawning for clients after they regain ownership.
- Changed re-enabled RPCLinks.
- Improved network objects in DDOL scene now initialize over the network.
- Improved ObserverCondition performance when using timed conditions.
- Changed RunLocally on RPCs will now only run once as host.
- Added MatchCondition.
- Changed Yak namespace to match other transports.
Note: this is an accumulated release. Some of these changes were performed in 1.4.4, which was not released to the asset store.
1.4.4
- Improved prediction example prefabs to use PredictedObject.
- Added TimeManager.PingInterval is now configurable.
- Added TimeManager.PredictionTimingInterval is now configurable.
- Added experimental PredictedObject component.
- Improved bandwidth usage on timing updates.
- Improved performance on timing updates.
- Fixed TimeManager.Tick not synchronizing, from 1.4.3.
- Fixed NetworkConnection.Broadcast using InstanceFinder instead of the NetworkManager reference.
- Fixed objects not respawning for clients after they regain ownership.
- Changed re-enabled RPCLinks.
- Improved network objects in DDOL scene now initialize over the network.
- Improved ObserverCondition performance when using timed conditions.
- Changed RunLocally on RPCs will now only run once as host.
- Added experimental MatchCondition.
- Changed Yak namespace to match other transports.
1.4.3
- Added DistanceChecker.HideDistancePercent to reduce spawn messages and better control visibility.
- Added ability to disable automatic frame rate setting on Client/ServerManager.
- Changed Yak transport namespace to match others.
- Improved Exposed SceneManager.AddOwnerToDefaultScene.
- Improved Exposed PlayerSpawner.Spawns
- Added additional exploit protection.
- Fixed connection scenes unloading for all players when clientHost would leave the scene.
- Improved renderers now hide for clientHost when a scene is loaded for another connection that clientHost is not within.
- Added TimeManager.SetPhysicsMode to set PhysicsMode at runtime.
- Fixed NetworkManager.PersistenceType potentially destroying the wrong NetworkManager.
- Changed ReadBytesAllocated now retrieves from ByteArrayPool.
- Added prefabs can now be serialized.
- Improved performance on SyncType initialization.
- Added synchronize properties to NetworkTransform.
- Improved reduced client to server bandwidth by up to 8 bytes per tick.
- Improved how server handles client timing resulting in better scalability.
- Added Spawn can now take a NetworkObject reference.
- Fixed deserialization errors when using unreliable SyncVars.
- Improved DefaultPrefabObjects from refreshing more than once while playing.
1.4.2
- Fixed scene objects network initializing before server was set as started.
- Improved state change messages for local client and local server are more descriptive.
- Fixed NetworkObject not being removed in time when as a child of another NetworkObject while also a scene object.
1.4.1
- Added experimental NetworkManager.Incoming/OutgoingIterationOrder.
- Improved NetworkAnimator performance marginally.
- Improved NetworkBehaviours are now found even when disabled on prefabs.
- Fixed delay in CSP replication when a client loses ownership upon disconnect, then reconnects regaining ownership.
- Improved SceneManager now prevents MovedObjectsHolder from becoming the active scene.
- Improved compression on some numeric types using IntVar.
- Improved NetworkObject initialization speed and made changes in preperation of nested NetworkObjects.
- Improved several debug messages.
- Fixed NetworkTransform sometimes incorrectly extrapolating slightly when using exceptionally low tick rates.
- Improved CharacterController Prediction example now disables CharacterController for non-owners.
- Improved spawn rotation now sends uncompressed to prevent initial alignment problems.
- Improved all files have proper line endings.
- Removed non-functional ServerBindAddress from Tugboat.
- Changed ConcurrentQueues to Queues in Tugboat.
- Fixed Tugboat polling order which would sometimes cause clients to send packets before being confirmed as connected.
- Added Multipass, a transport that allows a server to run multiple transports at once.
- Improved codegen to throw when attempting to create generic RPCs.
- Fixed codegen error when implementing a generic field within a generic class that inherits NetworkBehaviour.
- Improved exposed 'force' parameter in SyncList.Set.
- Improved NetworkObserver no longer destroys itself with no conditions while using Ignore Manager. This is to allow global visibility.
- Added SyncHashSet.
- Improved unreliable packets by reducing bandwidth an additional 2 bytes.
- Fixed NetworkAnimatorEditor possible null reference exception while the component was selected in the inspector, and while setting the animator controller to null at runtime.
- Changed client connections are no longer considered added to a scene if they own an object in that scene; clients must specifically be loaded into scenes now.
- Added serialized field PlayerSpawner.AddToDefaultScene. While true the player will be added to the scene where the player prefab is instantiated only if there are no global scenes already.
- Improved NetworkObject removed warning no longer displays on nested NetworkObjects while NetworkObject.IsNetworked is false.
- Fixed missing object errors when server-host unloads a scene and unexpectedly destroyed object data is sent to client-host.
- Improved NetworkBehaviours no longer add NetworkObjects to root at runtime.
- Added SyncList.Dirty(index). This allows users to mark a SyncList index dirty such as if they are changing properties within a reference type on that index.
- Improved ListCache.AddValues can now take ISet.
- Improved Tugboat incoming handling speed slightly.
- Improved ReadDictionary speed slightly.
- Changed NetworkManager.RefreshDefaultPrefabs is now false by default.
- Improved NetworkManager tries to refresh default prefabs in a more intelligent manner now.
- Added TransportManager.GetTransport to better support Multipass.
- Added several ServerObject.RebuildObservers overloads to support upcoming MatchCondition.
- Fixed codegen not creating a deserializer for dictionaries when they were used in RPCs.
1.3.4
- Fixed SyncList and SyncDictionary doubling initial values for clients under rare circumstances.
- Fixed Vector2Int and Vector3Int not deserializing properly.
1.3.2
- Fixed SyncDictionary/SyncList clearing when client host would disconnect but server would remain running.
- Removed unnused InitialState from ComponentStateSync.
- Fixed SyncDictionary and SyncList adding double entries as host.
- Fixed serializing null GameObjects causing read error on clients.
- Improved ServerManager now errors when a third party transport provides an invalid clientId.
1.3.1
If coming from Fish-Networking 1.2.0.Nightly.0 or lower and NOT updating from the asset store delete your FishNet folder first.
- Improved MirrorUpgrade tool to support Mirror57x+.
- Improved objectIds are randomized in release builds.
- (Pro) Added Yak transport, an offline transport which doesn't create sockets.
- (Pro) Added automatic build code stripping.
- Fixed SceneManager not clearing values when the server would disconnect.
- Improved several logging and codegen messages.
- Fixed clientId and RPCLinks not working properly after exceeding 32,767 concurrent connections or spawned objects.
- Added Configuration window under Fish-Networking menu.
- Added additional IL2CPP support for older Android devices.
- Improved PredictedRigidbody.
- Changed RigidbodyPrediction default prediction ratio to 0f.
- Added PredictedRigidbody2D.
- Fixed scene objects being disabled on clients with NetworkObject.IsNetworked unchecked.
- Fixed SceneManager unloading scenes that were in scenes to be loaded, while using SceneLoadData.ReplaceOption.
- Fixed incorrect parsing when sending multiple split packets in the same tick, one immediately after the other.
- Added RPC overloading support.
- Fixed ServerManager not sending Id to owner with ShareIds off.
- Changed NetworkTransform send checks from OnTick to OnPostTick.
- Improved Pro tools now only show locked message if user does not have Pro.
- Fixed NetworkTransform in rare cases not completing a rotation with extremely low tick rates.
- Improved NetworkTransform movement by turning on a feature that wasn't supposed to be turned off.
- Improved Physics simulation mode and times revert to user settings on exit/stop play.
- Improved codegen warns against directly accessing SyncVars which are being inherited from different assemblies.
- Fixed broadcasts no longer warn when nothing is registered to a broadcast.
- Fixed Client/ServerAttribute creating IL errors when used on a static method in a class that inherited NetworkBehaviour.
- Added Manually Refresh Default Prefabs button to NetworkManager inspector.
- Fixed Tugboat client timeout sometimes not working in editor.
- Fixed scene objects sometimes not spawning when using Enter Play Mode Options with Reload Domain unchecked, and Reload Scene checked.
- Fixed SyncType values not resetting on scene objects when server or client were stopped, while also not exiting play mode.
- Improved TimeManager.TicksToTime to now take an optional boolean for using LocalTick or Tick.
- Added TimeManager.TicksToTimeDouble methods.
- Removed old files.
- Fixed ClientAttribute.RequireOwnership not working properly.
- Added more constructors to SceneLoadData.
- Added RunLocally field to all RPC attributes. This allows the logic to run on the caller as well send the RPC.
- Improved disabled socket timeout when acting as host.
- Added TimeManager.SetTickRate to allow setting TickRate at runtime. This change must be synchronized manually.
- Improved when server frame rate is default value(9999) it changes to tick rate.
- Removed ServerManager.MaximumClientMTU. This feature will be greatly improved upon over the next release.