Skip to content

Releases: FirstGearGames/FishNet

4.7.0R

26 Mar 19:19

Choose a tag to compare

  • 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

20 Feb 14:58

Choose a tag to compare

  • Fixed removed 'useLocalSpace' references from MovementSettingsDrawer (#1019).
  • Changed Beta ReplicateStates moved into Stable; old states have been removed.

4.6.21R

17 Feb 15:28

Choose a tag to compare

  • 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

17 Jan 20:25

Choose a tag to compare

  • 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

13 Jan 00:22

Choose a tag to compare

  • 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

28 Nov 12:34

Choose a tag to compare

  • 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

23 Nov 21:09

Choose a tag to compare

  • Fixed ObjectCache collections not being initialized due to multi-threading support for Unity 6+.

4.6.16R

22 Nov 00:12
0a76285

Choose a tag to compare

  • Fixed Server/ClientAttribute not blocking execution when IsNetworked was set to false (#939).
  • Improved added a variety of ProfilerMarkers (#976).
  • Improved NetworkManager.RunInBackground now only applies when the network is active (#954).
  • Fixed specified prefab folders incorrectly checking for overlapping recrusion (#986).
  • Fixed DefaultPrefabObjects inconsistent asset paths related to culture specific strings (#982).
  • Fixed Collection/Object caches mishandling multithreading; introduced in Unity 6+ (#984).
  • Fixed NetworkObjects initializing excessively at runtime during instantiate and scene loads.
  • Fixed SyncType values not resetting on client when using pooled objects.
  • Fixed despawned nested NetworkObjects serializing incorrectly (#950).
  • Fixed pooled objects sometimes having the incorrect position upon spawning after the first time. (#949).
  • Fixed rollback time calculation for client-only when user-logic incorrectly identified as host.
  • Fixed StatisticsManager and BandwidthDisplay reporting incorrectly.
  • Changed local transports no longer automatically authenticate when an authenticator is present; authenticators should now handle local transports/connections. See HostAuthenticator and PasswordAuthenticator example.
  • Improved renamed several files related to code generation to prevent conflicts with NGO.
  • Improved PasswordAuthenticator example and comments.
  • Improved HostAuthenticator comments and usage.
  • Added QuaternionAutoPack to allow easy Quaterion packing levels for types, such as reconcile rotation data.
  • Added MovePosition/MoveRotation to PredictionRigidbody/2D.
  • Added rotationPacking option to PredictionRigidbody/2D.

4.6.16R Pre-release 1

20 Oct 16:45

Choose a tag to compare

  • Fixed SyncType values not resetting on client when using pooled objects.
  • Fixed despawned nested NetworkObjects serializing incorrectly (#950).
  • Fixed pooled objects sometimes having the incorrect position upon spawning after the first time. (#949).
  • Improved renamed several files related to code generation to prevent conflicts with NGO.
  • Fixed rollback time calculation for client-only when user-logic incorrectly identified as host.
  • Fixed StatisticsManager and BandwidthDisplay reporting incorrectly.

4.6.14R

02 Oct 16:13

Choose a tag to compare

  • Fixed harmless duplicate DefaultPrefabObjects error.
  • Fixed builds not completing due to misplaced using statement.
  • Added NetworkTransform.UseScaledTime.