Karrar
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b95e68a568
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Fixed an issue causing the client not to send redundant inputs.
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2025-03-19 22:26:23 +03:00 |
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Karrar
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35b22d89c8
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Updated images in README.md.
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2025-03-13 11:12:38 +03:00 |
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Karrar
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01fcd6547b
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Updated AddressableSceneOperation to fit the previous change.
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2025-03-12 03:54:23 +03:00 |
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Karrar
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d8021a33b4
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Changed NetworkSceneHandler.LoadBuildSceneAsync and NetworkSceneHandler.UnloadBuildSceneAsync to return ISceneOperation instead of UnityEngine.AsyncOperation.
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2025-03-12 03:51:27 +03:00 |
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Karrar
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31d97490ff
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Moved Netick menu to Tools.
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2025-03-11 07:24:46 +03:00 |
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Karrar
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ae40087bef
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Added support for custom scene handling, in addition to an addressable scene handler.
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2025-03-11 07:05:45 +03:00 |
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Karrar
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c5ebb22afd
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Made a small change to PlayerSpawner in how the spawn position is calculated.
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2025-03-01 01:44:32 +03:00 |
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Karrar
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79fcfc17ff
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Changed OnPlayerDisconnected/OnClientDisconnected to invoke after the player/client was removed from Sandbox.ConnectedPlayers/Sandbox.ConnectedClients.
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2025-02-28 23:32:09 +03:00 |
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Karrar
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f56df7fc48
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Moved PlayerSpawner to Netick.Samples namespace.
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2025-02-28 21:25:08 +03:00 |
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Karrar
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33f4c44d51
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Removed a testing log.
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2025-02-28 04:22:47 +03:00 |
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Karrar
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6d0f3be204
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Changed shutdown behaviour to despawn pending destroyed objects when shutting down.
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2025-02-28 00:46:53 +03:00 |
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Karrar
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b21cb08db4
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Added PlayerSpawner, a helper script for quick prototyping, used to spawn/despawn a player prefab when a player (client or host) has connected/disconnected.
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2025-02-28 00:28:53 +03:00 |
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Karrar
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a7d3032518
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Fixed an issue with calculating LagCompHit.Normal/LagCompHit2D.Normal of a raycast on rotated sphere HitShapes.
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2025-02-27 23:07:43 +03:00 |
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Karrar
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661cbc1355
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Fixed an issue with calculating normal vector of LagCompHit/LagCompHit2D.
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2025-02-26 17:53:29 +03:00 |
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Karrar
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1a16d85152
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Changed NetworkBehaviour.StateSize to be virtual.
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2025-02-25 01:13:15 +03:00 |
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Karrar
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5cd72b10fe
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Changed CopyStateTo, SetStateFrom, and ClearState methods of NetworkBehaviour to be virtual.
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2025-02-23 19:12:11 +03:00 |
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Karrar
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c89837d8a8
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Fixed an issue where the client resets Sandbox.AuthoritativeTick before invoking OnConnectedToServer.
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2025-02-22 10:55:31 +03:00 |
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Karrar
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01cf00257b
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Fixed an issue with HitShape.Raycast always returning false.
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2025-02-21 09:05:06 +03:00 |
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Karrar
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4622c857ed
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Fixed an issue with NetworkObjectRef.IsValid and NetworkBehaviourRef.IsValid returning true for invalid id (-1).
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2025-02-21 09:00:29 +03:00 |
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Karrar
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f3b3c047b1
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Added HitShape.Raycast. Works the same as Collider.Raycast of Unity, but for HitShapes.
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2025-02-19 05:34:26 +03:00 |
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Karrar
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291366479e
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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.
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2025-02-05 22:55:35 +03:00 |
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Karrar
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2dd0cca70c
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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.
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2025-01-28 06:02:03 +03:00 |
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Karrar
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14ece66a32
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Fixed an issue with SetParent on pooled networked prefab instances.
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2025-01-25 05:33:29 +03:00 |
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Karrar
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856f3492c6
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Fixed an issue that might cause Lag Compensation not to initialize correctly if you started Netick in Awake.
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2025-01-24 03:42:05 +03:00 |
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Karrar
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97106b2151
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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.
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2025-01-16 22:42:47 +03:00 |
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Karrar
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e507ddf9eb
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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.
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2025-01-11 12:14:07 +03:00 |
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Karrar
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6045b35cc1
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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.
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2025-01-10 12:10:13 +03:00 |
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Karrar
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fc7298046d
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Reverting NetworkAwake exeuction behavior in the client to the original behavior, where NetworkAwake is executed right after creating an object, regardless of networked state syncing.
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2025-01-06 08:32:46 +03:00 |
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Karrar
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0c08fbdacb
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Fixed an issue where Netick would no longer send any packet when the FPS is very low.
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2025-01-06 05:53:33 +03:00 |
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Karrar
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058cbed487
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Changed NetickArrayExt.ToNetworkStructArray8 to NetickArrayExt.ToNetworkArrayStruct8.
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2025-01-04 06:45:46 +03:00 |
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Karrar
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9be37db924
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Fixed an issue in the latest commit preventing Fast Serialization from working.
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2024-12-30 20:42:30 +03:00 |
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Karrar
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4f2678125e
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Fixed an issue with Fast Serialization when Interest Management is enabled.
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2024-12-30 16:12:38 +03:00 |
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Karrar
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a12d28ba25
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Added codegen support for inheritance of network behaviors across different assemblies.
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2024-11-25 23:34:49 +03:00 |
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Karrar
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ca0a757f53
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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.
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2024-11-22 22:17:22 +03:00 |
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Karrar
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d829c37c6a
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Fixed an issue with Interest Management and pooled network prefab instances.
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2024-11-21 11:53:50 +03:00 |
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Karrar
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411e498d9f
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Fixed an issue with Unity 2022.3.51 or later where enabling Interest Management breaks the game in IL2CPP.
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2024-11-20 11:31:58 +03:00 |
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Karrar
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e9b04b18c2
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Testing an improvement to Prediction Offset calculation in the client - 2.
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2024-11-20 10:54:52 +03:00 |
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Karrar
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80df2dedd3
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Testing an improvement to Prediction Offset calculation in the client.
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2024-11-18 19:12:11 +03:00 |
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Karrar
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b07f005b60
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Fixed an issue where Netick might freeze the game when you reach Max Players.
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2024-11-15 17:16:12 +03:00 |
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Karrar
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e31cb736ec
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Improved LiteNetLib transport performance by removing two needless data copies when sending and receiving a packet.
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2024-11-11 11:27:31 +03:00 |
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Karrar
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a17225f16e
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Fixed an issue where some internal Interest Management Logic would still execute when Interest Management is off, causing an issue with OnInputSourceChanged not being invoked in the client for an object with a non-Global Broad Phase Filtering setting.
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2024-11-09 21:04:07 +03:00 |
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Karrar
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849a0de85f
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Fixed an issue with OnInputSourceChanged invoke logic in the client.
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2024-11-09 05:50:28 +03:00 |
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Karrar
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71984ebb3e
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Added LagCompensationStep, a script used to invoke NetworkFixedUpdate and NetworkRender on Netick.Pro.LagCompensation.
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2024-11-07 23:44:42 +03:00 |
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Karrar
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027d929f57
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Fixed an issue with the setter of the NetworkDictionary indexer failing to invoke OnChanged associated with the network dictionary.
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2024-11-07 19:44:45 +03:00 |
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Karrar
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e04066cbcc
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Changed the Lag Compensation system to be part of the network loop instead of being hardcoded to execute after all other scripts.
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2024-11-07 18:07:36 +03:00 |
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Karrar
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fcd050822a
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Fixed an issue with OnBecameUninterested not being invoked for objects with Narrow Phase Filterting.
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2024-11-07 03:55:34 +03:00 |
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Karrar
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69b47ddf69
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Added support for persistent network objects. Enabling IsPersistent on a NetworkObject will automatically mark it as DontDestroyOnLoad, preventing its instances from being destroyed on scene switches. This is only supported on network prefabs, as scene objects can't be created for a late joiner without going through the full scene changes that occurred before it connected.
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2024-11-07 01:27:23 +03:00 |
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Karrar
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23f42b633a
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Fixed an issue with Narrow Phase Filtering causing NetworkStart to be invoked on a filtered object in the client.
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2024-11-06 20:40:00 +03:00 |
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Karrar
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a6ccd3acc0
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Fixed an issue with OnInputSourceChanged not being invoked in the client.
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2024-11-06 15:42:57 +03:00 |
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Karrar
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e0ef1ffc50
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Added NetworkSandbox.FindSandbox, a helper method to find the sandbox of a MonoBehaviour, without having it be inherited from NeworkBehaviour.
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2024-11-05 18:08:06 +03:00 |
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