Karrar
cdf48fbcaa
Fixed an issue with NetworkTransform.GetInterpolationData when agressive rotation compression is turned on.
2024-09-29 22:52:17 +03:00
Karrar
0cd07c0c1b
Changed NetworkAwake behavior. Now, NetworkAwake should be reliable and safe to use. NetworkAwake is invoked immediately when a network object is created, and before any other callbacks.
2024-09-19 16:23:59 +03:00
Karrar
5acdcdbebe
Added support for auto-compression (using codegen) to struct field members. Making a float-based field (such as float or Vector3) of a struct a property, and adding [Networked] attribute to it, will allow Netick to provide extra compression on it. This will noticeably reduce client->server bandwidth when done on float-based members of network input types.
2024-09-18 09:37:17 +03:00
Karrar
8dda03efcf
Added NetworkSandbox.AttachGameObject and NetworkSandbox.DeattachGameObject. These methods are used to manually attach/detach game objects to/from the visibility system when using sandboxing, and attach/detach rigidbodies to/from the non-networked rigidbody interpolation system that is used to interpolate rigidbodies that are not networked in non-main physics scenes.
2024-09-13 00:18:52 +03:00
Karrar
14c122c151
Fixed an issue with IL2CPP that caused an internal ordering issue that prevented RPCs from working correctly when there are multiple RPCs with similar names in the game project.
2024-09-12 10:27:16 +03:00
Karrar
54e4928c04
Updated README.md.
2024-09-11 04:21:26 +03:00
Karrar
e2944d1ae6
Removed the Assemblies section in Netick Settings. Now other assemblies are automatically detected.
2024-09-10 23:14:36 +03:00
Karrar
f97e60c999
Added Normal to LagCompHit and LagCompHit2D.
2024-09-05 19:28:02 +03:00
Karrar
737209385a
Fixed a rare issue that causes an OnChanged method not to be invoked when a misprediction occurs (on another variable) that causes the variable to change but no OnChanged callback is ever invoked, even though the value before rollback and the value after rollback & resimulation weren't the same.
2024-09-02 18:18:27 +03:00
Karrar
d294f65bd7
Added packet loss stats to NetworkInfo and made several other improvements.
2024-08-25 01:58:57 +03:00
Karrar
b10c8c8f06
Fixed an issue with parenting network objects.
2024-08-23 05:53:28 +03:00
Karrar
bceb246d91
Fixed an issue with calculating prediction tick offset that was causing missed inputs at very high tickrates (+100).
2024-08-20 23:12:47 +03:00
Karrar
9dc1884469
Fixed an issue with CSP that was causing very frequent speed-ups (which look like jitter) on predicted objects, which was most noticeable on fast-moving objects.
2024-08-19 02:06:53 +03:00
Karrar
8795bf71f9
Fixed an issue causing NetworkBehaviour.OnInputSourceChanged to be invoked before OnConnectedToServer network event.
2024-08-14 02:30:02 +03:00
Karrar
fd6781ea83
Fixed an issue with NetworkDictionary and NetworkHashSet causing them to override the memory of adjacent variables.
2024-08-08 18:18:48 +03:00
Karrar
fbb5a2800f
Fixed an issue causing the client to destroy all scene network objects when it finishes loading the scene before the server.
2024-08-08 15:45:41 +03:00
Karrar
776c38fa86
Fixed an issue with NetworkHashSet causing it to override the memory of adjacent variables. The previous commit didn't fully fix the issue with NetworkHashSet.
2024-08-08 15:18:41 +03:00
Karrar
22a389784c
Changed the way Ids of Network Objects are assigned. Now Ids are never recycled and reused, instead, they only increment forward. In the future, we will allow the previous behavior too as an option.
2024-08-08 14:57:08 +03:00
Karrar
60c1e9323e
Fixed an issue causing only up to 500 bytes worth of unreliable RPCs to be received in the client when sent together at the same tick by the server.
2024-08-05 10:27:03 +03:00
Karrar
3f02ec362c
Added InputReuseAtLowFPS to Netick Settings. Read this for details: https://netick.net/docs/2/articles/understanding-client-side-prediction/writing-client-side-prediction-code.html#framerate-lower-than-tickrate
2024-08-03 03:19:47 +03:00
Karrar
417d60b93b
Added a testing change to debug an issue with RPCs.
2024-08-02 22:11:31 +03:00
Karrar
010cd7a4cc
Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>.
2024-07-29 04:32:17 +03:00
Karrar
d2ef08b789
Improved RPC error handling. Now, when an exception is thrown inside the body of an RPC method, Netick will no longer kick the calling client, instead, it will only print the exception.
2024-07-16 11:17:25 +03:00
Karrar
2e7f114fac
Fixed an issue with OnVisibilityChanged network event.
2024-07-08 22:10:21 +03:00
Karrar
1e2fa03efe
Added OnVisibilityChanged to Sandbox.Events. This is a callback that is invoked when a sandbox visibility state changes
2024-07-08 03:40:45 +03:00
Karrar
f80c9dc6e8
Fixed an issue with the previous commit.
2024-07-07 08:19:46 +03:00
Karrar
7319346d2a
Fixed several issues with additive scene loading.
2024-07-06 05:04:07 +03:00
Karrar
1cfd073481
Fixed several issues with additive scene loading.
2024-07-03 05:01:45 +03:00
Karrar
68fa2debe0
Removed a testing log.
2024-07-01 15:30:42 +03:00
Karrar
c6789f90ed
Fixed an issue that causes RPCs called in the server to newly spawned objects (at the same tick that the object was spawned at) to be missed in the client.
2024-07-01 12:35:19 +03:00
Karrar
214b9c3afd
Fixed a rare issue when an additive scene that was just loaded in the client is unloaded in the next tick, causing an exception to be thrown.
2024-06-29 23:51:24 +03:00
Karrar
569c12dee2
Fixed an issue when destroying an object that is affected by IM.
2024-06-28 20:01:47 +03:00
Karrar
4a22d6430b
Fixed an issue with loading/unloading additive scenes.
2024-06-28 18:45:52 +03:00
Karrar
8c4bf3bea8
Added interpolationSource optional parameter to [Smooth]. This lets you choose the interpolation source for Auto Interpolation.
2024-06-25 04:40:19 +03:00
Karrar
e2720f7800
Fixed an issue causing Rigidbody.isKinematic to not replicate to clients when using NetworkRigidbody.
2024-06-09 01:23:19 +03:00
Karrar
e7b89d90f0
Improved Prediction Error Correction Smoothing by coupling position and rotation in the corrector.
2024-06-07 10:56:23 +03:00
Karrar
f7ac776294
Changed the way OnPlayerConnected is invoked for the host player. Now it's invoked after NetworkStart has been invoked for all scene objects and the sandbox object. This is safer than before to avoid the problem of subscribing to Sandbox.Events.OnPlayerConnected in a scene object after it was already invoked for the host player, thus missing the call for the host player on that scene object.
2024-05-26 02:35:06 +03:00
Karrar
5b34dc69a5
Fixed an issue when destroying an object that has a NetworkTransform, NetworkRigidbody, or NetworkRigidbody2D component which has Prediction Error Correction Smoothing set to true.
2024-05-24 17:39:22 +03:00
Karrar
ccab14eb75
Added a feature for prediction error correction smoothing on NetworkTransform, NetworkRigidbody, and NetworkRigidbody2D.
2024-05-23 21:03:34 +03:00
Karrar
b8f7ff1294
Changed OnPlayerDisconnected to be invoked for the host player in the host when Netick shuts down.
2024-05-13 03:18:45 +03:00
Karrar
4fb0fbbe61
Fixed an issue causing Netick to not consider the host as a player in regards to NetickConfig.MaxPlayers.
2024-05-13 03:07:19 +03:00
Karrar
1a598bdc52
Added support for sending data that is decoupled from Netick main packets, directly using the transport.
...
- added `SendData` to `NetworkConnection`.
- added `OnDataReceived` to `Sandbox.Events`.
- added `SendUserData` to `TransportConnection`.
2024-05-12 01:55:49 +03:00
Karrar
21cfc82227
Fixed an issue when destroying a NetworkObject with a network id of -1.
2024-05-10 11:07:19 +03:00
Karrar
e5d78fe412
Fixed an issue with Sandbox.DestroyPool not working correctly.
2024-05-09 23:43:24 +03:00
Karrar
d423ff7817
Fixed an issue a client to use the inputs of other clients at high player counts.
2024-05-04 00:29:19 +03:00
Karrar
22faabd876
Fixed several issues with Interest Management.
...
- Fixed an issue causing `NetworkStart` to be invoked when the object has not yet applied its initial state in the client.
- Changed IM to not invoke `NetworkDestroy` when `NetworkStart` was not invoked for a destroyed object in the client.
- Changed IM to not simulate objects that the client is not interested in.
2024-05-02 00:45:56 +03:00
Karrar
daa599f0fc
Read the description for commit details.
...
- Added `OnSceneOperationBegan` and `OnSceneOperationDone`. These are network events for when a scene load/unload operation begins and when it is finished, they offer more information than the older equivalent methods. `OnSceneLoadStarted` and `OnSceneLoaded` are now marked as `[Obsolete]` and will be removed in the future.
- Added `Teleport` method to `NetworkTransform`, `NetworkRigidbody`, and `NetworkRigidbody2D`. This allows you to skip interpolation for one tick.
- Fixed an issue causing scene objects to not get destroyed for late joiners.
2024-04-28 12:06:20 +03:00
Karrar
6f8278a1fc
Added inspector drawer for NetworkBool network properties.
2024-04-16 18:29:34 +03:00
Karrar
c39dfc463e
Fixed an issue with kinematic rigidbodies when Physics Prediction is enabled.
2024-04-13 08:41:01 +03:00
Karrar
5cf253bf12
Fixed an issue when switching scene where Netick would use the networked SetParent method on scene objects.
2024-04-08 08:32:44 +03:00