Releases: FirstGearGames/FishNet
Releases · FirstGearGames/FishNet
Release list
4.7.3R
- Fixed ZigZagDecode improperly decoding values in IL2CPP with specific backing CPP libraries.
- Fixed Scene object expecting prefab ID (#1032).
- Fixed eliminated or significantly reduced wobble in local reconcile resimulations on server-authoritative objects.
- Fixed NetworkAnimator delay/desync on host owned object, observed by clients (#1062).
- Fixed NetworkCollider/2D tick comparison error (#1041).
- Fixed prefab objects generator cannot include folders with spaces in the path (#1045).
- Fixed large writers pooling incorrectly, causing them to not be re-used (#1054).
- Fixed LiteNetLib wrong data length after BasePacketLayer modification (#1064).
- Fixed NetworkTrigger2D by uncommenting entire file.
- Fixed nested NetworkObjects not spawning recursively when spawned via OnStartServer of their parent.
- Fixed SyncType values being reset to default before OnStopServer as clientHost (#1036).
- Fixed disconnecting clients not being cleared on Transport shutdown (#1044).
- Fixed Quaternion ScaleToFloat helper math, cause of marginal rotational errors (#1067).
- Fixed loading scenes by path not loading the scene for clients under certain conditions (#1060).
- Obsoleted SceneLookupData.Name in favor of SceneLookupData.FullName.
- Added NetworkBehaviour.ToString null safety (#1046).
- Added Unity 6.5 scene handle change support (#1052 / #1051 merge).
- Added Unity 6.5 GetEntityId/GetInstanceId support.
- Added NetworkCollider2D use PhysicsScene2D.OverlapCollider as a fallback (#1042).
- Added NetworkCollider/2D.RemoveEnteredCollider.
- Added NetworkCollider/2D InvokeStayOnEnter.
- Added NetworkAnimator channel option - under Beta menu, Animator Channel (#1039).
4.7.2R
- Fixed NetworkTickSmoother.FavorNetworkTransform missing from the inspector.
- Fixed garbage collection in NetworkCollider/2D on server/host.
- Fixed garbage collection ObjectCaching due to ConcurrentStack internal collections being discarded.
- Changed removed threading Tugboat socket start/stop to support ObjectCaching changes.
- Changed: Use new() over new Explicit().
- Added BETA Synapse Transport/Socket: 5a01d2640255d31db51d595ab3a5a8eab8ee769a
4.7.1R
- Fixed prediction level of detail(LOD) incorrectly using the closest LOD when multiple LOD objects were present.
- Fixed null check missing on networkManager in ObserverManager.UpdateLevelOfDetails.
- Changed organized several files to correct folders.
- Added NetworkObject.LocalLevelOfDetailCalculationType(Prediction tab).
4.7.0R
- Fixed NetworkTrigger/Collider incorrectly updating states during replays, resulting in collider Enter callbacks invoking unexpectedly.
- Fixed PredictionRigidbody/2D pending forces conflicting with NetworkTrigger/Collider interactions.
- Fixed Local States not being used as reconcile data when remote states were unavailable.
- Fixed overflow vulnerability with SplitReader.
- Fixed memory allocation attack via packet fragmentation in LiteNetLib (#1026).
- Fixed Buffer ArgumentNullException (#1021).
- Fixed cecil errors commonly seen as xyz not imported (#1023).
- Changed (break) NetworkCollider/Trigger now provides Tick as well. Callbacks must be updated to include 'uint tick'.
- Changed reverted objects deinitializing during OnDisable. This change prior caused NullReferenceExceptions for some when reloading scenes.
- Improved additional sanity checks added when an object becomes intialized twice without first deinitializing.
- Added ObserverManager Level of Detail. This feature currently supports prediction reconciles -- improving both server and client performance and bandwidth.
- Added NetworkObject.UseLevelOfDetail.
- Added NetworkObject AddComponentMenu (#1022).
- Added TransportManager.MaximumClientPacketSize.
4.6.22R
- Fixed removed 'useLocalSpace' references from MovementSettingsDrawer (#1019).
- Changed Beta ReplicateStates moved into Stable; old states have been removed.
4.6.21R
- Fixed MovePosition/Rotation being unintentionally cleared with velocities (#1009, #1010).
- Fixed NetworkCollider disposing of rather than pooling some collections, resulting in garbage collection.
- Fixed NetworkTrafficStatistics initializing when disabled; this did not result in tracking but did have a neglible runtime performance impact.
- Fixed NetworkTransform.GetChanged including non-synchronized properties (#1016).
- Fixed missing error log when exceeding NetworkBehaviour limit pet NetworkObject.
- Fixed prefab searching being done recursively despite being set not to (#1005 #1015).
- Fixed ObserversRpc.BufferLast not handling ExcludeOwner (#985).
- Fixed smoothers AttachOnStop not working (#1018).
- Improved NetworkTrafficStatics uses TryGetBidirectionalNetworkTraffic rather than assume value is not null. This is to resolve a Unity bug where fields lose value during debug inspection (#1000).
- Improved added additional ProfileMarkers to PredictionManager.
- Improved NetworkTransform performance marginally (#989).
- Improved added ProfileMarkers to ClientManager, ClientObjects/.RpcLinks, NetworkTransform (#989).
- Improved Writer.WriteGuidAllocated obsoleted. Allocations have been removed; use WriteGuid instead (@belplaton).
- Improved added INetworkConnectionBroadcast interface to allow broadcast mocking (#1007).
- Added ManagedObjects.OnSpawnedAdd/Remove/Clear events (#989).
- Added Beta Threaded TickSmoothers (contribution by https://github.com/belplaton)
- Added Beta Threaded Collider Rollback (contribution by https://github.com/belplaton).
- Added ability for NetworkTrafficStatistics to run in headless builds (#1004).
4.6.20R
- Fixed NetworkObject.GraphicalObject smoother not working as clientOnly.
- Fixed replicates from clients not running on server when using Inserted prediction order.
- Fixed TimeManager simulates calling SyncTransforms on Physics2D rather than Physics2D.Simulate.
- Added NetworkTickSmoother.FavorPredictionNetworkTransform. As true this disables smoothing when the NetworkObject enables prediction, specifies a NetworkTransform to use, and that NetworkTransform is currently smoothing.
- Fixed tick smoothers interferring with NetworkTransform when EnableStateForwarding was disabled.
- Fixed Prediction.Rigidbody demo creating reconcile in OnTick rather than OnPostTick.
4.6.19R
- Fixed rigidbodies never settling on clients often resulting in very subtle shaking and excessive replicate/reconcile sends.
- Fixed WriteUnsignedPackedWhole ensuring 9 bytes rather than 10, very rarely causing out of bounds exception when writing large numbers.
- Fixed replayed replicates executing 1 tick early.
- Improved notes within CharacterControllerPrediction demo script.
- Improved upgraded internal API for Unity 6.
- Added NetworkObject.LocalReconcileCorrectionType when using physics prediction; this repairs rigidbody drifting during replays due to non-deterministic physics.
4.6.18R
- Fixed parent NetworkBehaviour finding error during serialization.
- Fixed NullReferenceException when a NetworkObject was being automatically added during serialization.
- Fixed TickSmootherController incorrectly calling OnUpdate when OnPreTick was intended, breaking smooting components.
4.6.17R
- Fixed ObjectCache collections not being initialized due to multi-threading support for Unity 6+.