Read the description for detailed changes.

- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
This commit is contained in:
Karrar
2025-06-27 05:47:00 +03:00
parent 8e2db0f357
commit 1b0d33d8f0
25 changed files with 1843 additions and 1529 deletions

View File

@@ -15,7 +15,6 @@
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
</member>
<member name="M:Netick.Pro.LagCompensation.RaycastAll(System.Numerics.Vector3,System.Numerics.Vector3,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
@@ -38,7 +37,6 @@
<param name="hits"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="layerMask">A defines which layers of colliders to include in the query.</param>
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
</member>
</members>