Karrar
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187cb86867
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Fixed an issue causing auto-quantization to not work on structs that are defined outside a NetworkBehaviour class.
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2025-03-26 13:04:56 +03:00 |
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Karrar
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5d7a60cb70
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Fixed an issue with the new prefab system causing a Server sent bad data error in the client.
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2025-03-26 04:39:51 +03:00 |
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Karrar
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bd6d5a22c9
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Fixed not being able to set NetworkObject.InterestGroup to null.
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2025-03-24 10:57:24 +03:00 |
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Karrar
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49a877f25d
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Fixed an issue with Sandbox.SimulatedLossOut causing it not to affect Sandbox.OutPacketLoss.
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2025-03-24 07:44:48 +03:00 |
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Karrar
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8a83c3d05b
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Fixed an issue with Sandbox. NetworkInstantiate<T> causing a stack overflow.
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2025-03-24 00:14:36 +03:00 |
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Karrar
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b599622b1c
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Fixed a small issue with the previous commit.
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2025-03-22 22:04:30 +03:00 |
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Karrar
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b1090b8ab2
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Fixed an issue where nested network objects of persistent objects get unlinked when changing scenes.
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2025-03-22 21:57:55 +03:00 |
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Karrar
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87e4653a01
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Fixed an issue with persistent network prefabs.
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2025-03-22 20:49:49 +03:00 |
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Karrar
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5f8afcdf7a
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Changed Prefab Fetch Mode to Auto Get Prefabs.
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2025-03-22 07:53:55 +03:00 |
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Karrar
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8a28181a82
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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.
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2025-03-20 01:38:57 +03:00 |
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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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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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