Commit Graph

136 Commits

Author SHA1 Message Date
Karrar
0d6fcba6d7 Fixed an issue where the previous snapshot of a network collection could be incorrect. Also fixed a bug in NetworkDictionary and NetworkHashSet where key existence checks and value retrievals could fail, despite the key being present. 2025-07-25 19:07:23 +03:00
Karrar
55c8cd5b54 Added an optional predicate parameter to lag compensation queries to allow custom filtering of potential containers during the broadphase stage, improving control over query results. 2025-07-23 00:47:51 +03:00
Karrar
758b073942 Fixed Netick throwing an exception on the client when an object's parent was changed without using NetworkObject.SetParent. 2025-07-22 19:41:57 +03:00
Karrar
a637c9fc92 Fixed an issue with the previous commit. 2025-07-22 06:06:11 +03:00
Karrar
4d97886a3c Changed NetworkObject.Id to return -1 when the object is spawned but the client is not interested in it and hasn't yet received any state for it. 2025-07-22 01:09:40 +03:00
Karrar
54e7f6d8ed Updated XML documentation. 2025-07-20 19:23:21 +03:00
Karrar
5f77e7b394 Added IsMarkedForDestruction to NetworkObject. This flag returns true if Sandbox.Destroy has been invoked on an object in the server, and the object is scheduled to be removed from the simulation (destroyed) at the end of the current tick. 2025-07-19 00:07:24 +03:00
Karrar
6f63dc3b1a Fixed an issue with static RPCs with RpcPeers.Owner source. 2025-07-17 17:29:38 +03:00
Karrar
d405291150 Added IsInterested to NetworkObject and NetworkBehaviour. On the client, it returns true if this client is interested in this object. On the server, it always returns true. 2025-07-16 23:51:02 +03:00
Karrar
63fabfadda Fixed an issue where targeted RPCs with target: RpcPeers.Everyone were not invoked on the target player if the caller was the target player. 2025-07-16 01:14:06 +03:00
Karrar
035bc58c2b Fixed issue with accessing Length getter of Network Array Structs. 2025-07-16 00:14:49 +03:00
Karrar
d67e299b44 Fixed a code gen issue with static RPCs with no serializable parameters. 2025-07-16 00:08:55 +03:00
Karrar
f6ea3fd0f6 Added Sandbox.GetBehavioursOfType to performantly get all scripts (in the simulation) of a specific type. 2025-07-08 15:43:01 +03:00
Karrar
864f003677 Fixed code gen issue for RPC methods where the only parameter is RpcContext. 2025-07-07 14:44:25 +03:00
Karrar
53ddf149e1 Added support for targeted RPCs and optional RpcContext parameter
- Enables sending RPCs to specific players
- Introduces `RpcContext` struct for contextual metadata (e.g., sender info)
2025-07-05 16:39:49 +03:00
Karrar
e19a418de5 Changed Sandbox.GetPlayerFromId to Sandbox.GetPlayerById. 2025-06-30 04:37:17 +03:00
Karrar
1b0d33d8f0 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.
2025-06-27 05:47:00 +03:00
Karrar
fb0bb8ba67 Improved Prediction Error Correction Smoothing by changing the correction method. 2025-06-14 18:10:08 +03:00
Karrar
0ec3babf0d Added the sandbox name next to the scene name in the hierarchy UI in the editor. 2025-06-06 15:55:42 +03:00
Karrar
49a8a05b2a Added Accurate Local Interpolation to Netick Config. By default, Netick uses the predicted (and thus potentially inaccurate) From snapshot for local interpolation even after rollback & resims, which results in basic smoothing over prediction errors. However, enable this if you want to always use the reconciled From snapshot. 2025-05-28 19:38:00 +03:00
Karrar
e13c8efacf Added Head and Tail properties and GetNode method to NetworkLinkedListSnapshot to make performing a traditional linked list iteration easier. 2025-05-24 14:21:35 +03:00
Karrar
4a8d3b76c9 Improved Remote Interpolation buffering in the client. Now, it should adjust faster when network conditions improve. In addition, added Extra Interpolation Delay to Netick Config, which determines the amount of extra remote interpolation delay/buffering added in the client, regardless of connection quality. This is a value between 0 and 1, where 1 is equivalent to one send tick worth of delay/buffering. 2025-05-18 12:33:51 +03:00
Karrar
d442880219 Added GetPreviousNetworkUnorderedList to OnChangedData. 2025-05-10 08:58:27 +03:00
Karrar
c1e4405850 Fixed an issue when unloading a scene that caused a null reference exception to be thrown in Netick.InterestManagement.ProcessGroup. 2025-04-30 00:22:45 +03:00
Karrar
08c839edf1 Read the description for detailed changes.
- Improved memory usage in the client.
- Added methods to simplify saving/loading a snapshot of the world's networked state.
- Fixed an issue with Interpolation Delay calculation.
2025-04-29 21:47:49 +03:00
Karrar
ff8ea12efc Fixed a slight issue with calculating outgoing bandwidth. 2025-04-03 21:56:28 +03:00
Karrar
bd6d5a22c9 Fixed not being able to set NetworkObject.InterestGroup to null. 2025-03-24 10:57:24 +03:00
Karrar
49a877f25d Fixed an issue with Sandbox.SimulatedLossOut causing it not to affect Sandbox.OutPacketLoss. 2025-03-24 07:44:48 +03:00
Karrar
8a28181a82 Rewritten the network prefab runtime and editor systems from scratch. Now it should be less error-prone, more capable (ability to choose prefabs location, ability to select prefabs manually, and ability to provide a prefab list at runtime before starting Netick), and more performant (at editor time). In addition, Netick will no longer make any changes on prefabs at editor time, so you shouldn't see any changes on git anymore on prefabs. In addition, misconfigured prefab ids will no longer be a problem, because they are set at runtime instead of editor time. 2025-03-20 01:38:57 +03:00
Karrar
ae40087bef Added support for custom scene handling, in addition to an addressable scene handler. 2025-03-11 07:05:45 +03:00
Karrar
6d0f3be204 Changed shutdown behaviour to despawn pending destroyed objects when shutting down. 2025-02-28 00:46:53 +03:00
Karrar
a7d3032518 Fixed an issue with calculating LagCompHit.Normal/LagCompHit2D.Normal of a raycast on rotated sphere HitShapes. 2025-02-27 23:07:43 +03:00
Karrar
661cbc1355 Fixed an issue with calculating normal vector of LagCompHit/LagCompHit2D. 2025-02-26 17:53:29 +03:00
Karrar
1a16d85152 Changed NetworkBehaviour.StateSize to be virtual. 2025-02-25 01:13:15 +03:00
Karrar
c89837d8a8 Fixed an issue where the client resets Sandbox.AuthoritativeTick before invoking OnConnectedToServer. 2025-02-22 10:55:31 +03:00
Karrar
4622c857ed Fixed an issue with NetworkObjectRef.IsValid and NetworkBehaviourRef.IsValid returning true for invalid id (-1). 2025-02-21 09:00:29 +03:00
Karrar
f3b3c047b1 Added HitShape.Raycast. Works the same as Collider.Raycast of Unity, but for HitShapes. 2025-02-19 05:34:26 +03:00
Karrar
291366479e Fixed a race condition causing a null reference exception to be thrown in the client when using IM on objects existing on an additively loaded scene. 2025-02-05 22:55:35 +03:00
Karrar
2dd0cca70c Added IsFirstNetworkFixedUpdateCall and IsLastNetworkFixedUpdateCall to NetworkSandbox. These properties are used to know if this current NetworkFixedUpdate call is the first or the last in this frame. These exclude resimulations, and only refer to new/forward ticks. 2025-01-28 06:02:03 +03:00
Karrar
14ece66a32 Fixed an issue with SetParent on pooled networked prefab instances. 2025-01-25 05:33:29 +03:00
Karrar
856f3492c6 Fixed an issue that might cause Lag Compensation not to initialize correctly if you started Netick in Awake. 2025-01-24 03:42:05 +03:00
Karrar
97106b2151 Added AddFirst, AddLast, AddBefore, AddAfter, and GetNode to NetworkLinkedList<T>. In addition, added Nodes getter to return an enumerable of the nodes of the list. 2025-01-16 22:42:47 +03:00
Karrar
e507ddf9eb Fixed an issue when destroying a network object that has a network object (network prefab instance) parented to it, causing the prefab instance not to reset properly when reused again in the future. 2025-01-11 12:14:07 +03:00
Karrar
6045b35cc1 Fixed an issue where an exception will be thrown in the server when multiple IM group changes occur to the same object at the same tick. 2025-01-10 12:10:13 +03:00
Karrar
0c08fbdacb Fixed an issue where Netick would no longer send any packet when the FPS is very low. 2025-01-06 05:53:33 +03:00
Karrar
058cbed487 Changed NetickArrayExt.ToNetworkStructArray8 to NetickArrayExt.ToNetworkArrayStruct8. 2025-01-04 06:45:46 +03:00
Karrar
4f2678125e Fixed an issue with Fast Serialization when Interest Management is enabled. 2024-12-30 16:12:38 +03:00
Karrar
a12d28ba25 Added codegen support for inheritance of network behaviors across different assemblies. 2024-11-25 23:34:49 +03:00
Karrar
ca0a757f53 Added Area of Interest Layers. This is a new feature that allows you to put different objects on different AoI layers, making it possible to query each set of objects differently. 2024-11-22 22:17:22 +03:00
Karrar
d829c37c6a Fixed an issue with Interest Management and pooled network prefab instances. 2024-11-21 11:53:50 +03:00