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Releases: FirstGearGames/FishNet

1.5.2P2

24 May 20:17
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  • Added new DefaultPrefabObjects system. The new system is faster with more settings. See Fish-Networking > Configuration menu.
  • Added checks in codegen to prevent async RPC methods.
  • Fixed PredictedObject smoothing speeds being calculated incorrectly.
  • Fixed objects not despawning with certain conditions when removing ownership.
  • Patched objects not being destroyed on clientHost when the object is spawned and despawned on server before the packet arrives on client. Note: client callbacks do not behave properly in these situations until this is properly fixed.
  • Fixed server rarely throwing errors when client would send data to a despawned NetworkObject.
  • Added PredictedObject.Get/SetSmoothTicks.
  • Fixed IL initialization error when a type was being used as an array and singular as a SyncVar.
  • Improved server and client no longer process received data on deinitialized objects; the data is instead discarded.

1.5.2

19 May 13:16
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  • Fixed NetworkTransform.Interval(experimental) sometimes causing NaN errors.
  • Improvements to debug output messages.
  • Improved timing adjustments to send even less frequently.
  • Improved exposed NetworkObject.SetIsNetworked.
  • Added Transform to serializable types.
  • Improved tidied prediction example scenes, prefabs, and scripts to use new PredictedObject.
  • Added NetworkTransform.Interval to reduce how often NetworkTransform sends (experimental).
  • Fixed SyncVar.OnChange not supporting array types.
  • Fixed UnitySceneManager.sceneUnloaded not being unregistered.
  • Fixed NetworkTransform sending too often.
  • Removed NetworkAnimator null animator warning.
  • Added automatic parent synchronization when spawning objects.
  • Obsoleted NetworkBehaviour/NetworkObject.Deinitializing. Use IsDeinitializing instead.
  • Obsoleted NetworkObject.SceneObject. Use IsSceneObject instead.
  • Added several checks and warnings when attempting to move objects over scenes.
  • Changed some internals to not use obsoleted.
  • Improvement prevented server from initializing a connection if user disconnected the connection through OnRemoteConnectionState.
  • Improved PredictedObject to perform functions of all predicted helpers.
  • Added PredictedObject ability to smooth at any tick rate.
  • Added PredictedObject will now configure specified NetworkTransform.

1.4.8

07 May 21:14
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  • Changed several ListCaches types now use GetXXXXCache/StoreCache instead of accessing the ListCache directly.
  • Improved timed conditions automatic scaling feature.
  • Fixed NetworkTransform sometimes changing a transforms property even when it was not intended to be synchronized.
  • Fixed NetworkTransform synchronize parent feature.
  • Fixed NetworkTransform snapping settings not working under certain conditions.
  • Fixed NetworkTransform not synchronizing initial values when on a child component.
  • Added NetworkManager.Initialize to know when it's initialized versus being destroyed.
  • Fixed DefaultScene null reference exceptions in relation to destroyed NetworkManagers.
  • Fixed Awake base calls not working when Awake was not overriden.
  • Fixed RunLocally on ServerRpc blocking execution from any client which was not host.
  • Fixed MatchCondition.
  • Added new ways to add and remove clients or objects to MatchCondition.
  • Improved NetworkConnection.Equals now uses ClientId.
  • Fixed scene objects being initialized even with IsNetworked disabled.
  • Added code analysis to force base calls.
  • Fixed SyncObject AddOperation and initialization checks.

1.4.7

02 May 20:49
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  • 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

26 Apr 02:13
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  • 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

20 Apr 17:38
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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

05 Apr 19:37
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  • 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

27 Mar 00:28
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  • 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

23 Mar 21:10
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  • 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

22 Mar 21:50
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  • 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.